CDirector::ScriptGetClosestSurvivorOrigin
0x008710a0 · 64 bytes · __cdecl
_ZN9CDirector30ScriptGetClosestSurvivorOriginE6Vectorbb
Decompiled
undefined (3 params)
/* CDirector::ScriptGetClosestSurvivorOrigin(Vector, bool, bool) */
undefined4 CDirector::ScriptGetClosestSurvivorOrigin(int param_1)
{
CBaseEntity *this;
undefined4 uVar1;
undefined1 in_stack_00000014;
undefined1 in_stack_00000018;
this = (CBaseEntity *)
CDirectorTacticalServices::GetClosestSurvivor
(*(CDirectorTacticalServices **)(param_1 + 0x628),(Vector *)&stack0x00000008,
(bool)in_stack_00000014,(bool)in_stack_00000018);
if (this != (CBaseEntity *)0x0) {
uVar1 = CBaseEntity::GetScriptInstance(this);
return uVar1;
}
return 0;
}
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.