L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)