CDirector::ScriptGetHighestFlowSurvivor
0x008710f0 · 48 bytes · __thiscall
_ZN9CDirector28ScriptGetHighestFlowSurvivorEv
Decompiled
undefined (1 param)
/* CDirector::ScriptGetHighestFlowSurvivor() */
undefined4 __thiscall CDirector::ScriptGetHighestFlowSurvivor(CDirector *this)
{
CBaseEntity *this_00;
undefined4 uVar1;
this_00 = (CBaseEntity *)
CDirectorTacticalServices::GetHighestFlowSurvivor
(*(CDirectorTacticalServices **)(this + 0x628),0);
if (this_00 != (CBaseEntity *)0x0) {
uVar1 = CBaseEntity::GetScriptInstance(this_00);
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.