L L4D2node

Script_ForceScavengeStart

0x00b43ba0 · 61 bytes · unknown

_ZL25Script_ForceScavengeStartv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Script_ForceScavengeStart() */

void Script_ForceScavengeStart(void)

{
  char cVar1;
  
  cVar1 = CTerrorGameRules::IsScavengeMode();
  if ((cVar1 != '\0') && (*(char *)(*(int *)(TheDirector + 0x644) + 8) == '\0')) {
    CDirectorScavengeMode::OnEndRoundSetupTime();
    CDirectorScavengeMode::OnScavengeRoundStarted(*(CDirectorScavengeMode **)(TheDirector + 0x644));
  }
  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)