Script_ForceSurvivalStart
0x00b43b60 · 57 bytes · unknown
_ZL25Script_ForceSurvivalStartv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Script_ForceSurvivalStart() */
void Script_ForceSurvivalStart(void)
{
char cVar1;
cVar1 = CTerrorGameRules::IsSurvivalMode();
if ((cVar1 != '\0') &&
(**(CDirectorSurvivalMode **)(TheDirector + 0x640) == (CDirectorSurvivalMode)0x0)) {
CDirectorSurvivalMode::OnSurvivalRoundStarted
(*(CDirectorSurvivalMode **)(TheDirector + 0x640),1,1);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.