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 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.