L L4D2node

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 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)