CDirector::IsFirstMapInScenario
0x008711b0 · 101 bytes · __cdecl
_ZNK9CDirector20IsFirstMapInScenarioEv
Decompiled
undefined (0 params)
/* CDirector::IsFirstMapInScenario() const */
bool CDirector::IsFirstMapInScenario(void)
{
KeyValues *this;
char *pcVar1;
int iVar2;
char *pcVar3;
bool bVar4;
pcVar3 = "";
if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
pcVar3 = *(char **)(gpGlobals + 0x3c);
}
this = (KeyValues *)CTerrorGameRules::GetMissionFirstMap((KeyValues **)0x0);
bVar4 = false;
if (this != (KeyValues *)0x0) {
pcVar1 = (char *)KeyValues::GetString(this,"map","");
bVar4 = true;
if (pcVar1 != pcVar3) {
iVar2 = _V_stricmp(pcVar3,pcVar1);
bVar4 = iVar2 == 0;
}
}
return bVar4;
}
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.