L L4D2node

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 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)