CDirector::IsAnySurvivorBypassingTank
0x00871640 · 118 bytes · __thiscall
_ZNK9CDirector26IsAnySurvivorBypassingTankEv.part.80
Decompiled
undefined (1 param)
/* CDirector::IsAnySurvivorBypassingTank() const [clone .part.80] */
undefined4 __thiscall CDirector::IsAnySurvivorBypassingTank(CDirector *this)
{
int in_EAX;
CTerrorPlayer *pCVar1;
longdouble lVar2;
pCVar1 = (CTerrorPlayer *)
CDirectorTacticalServices::GetHighestFlowSurvivor
(*(CDirectorTacticalServices **)(in_EAX + 0x628),0);
if ((pCVar1 != (CTerrorPlayer *)0x0) && (*(float *)(in_EAX + 0x1c4) != -9999.0)) {
lVar2 = (longdouble)CTerrorPlayer::GetFlowDistance(pCVar1,0);
if (*(float *)(DirectorTankBypassMaxFlowTravel._28_4_ + 0x2c) + *(float *)(in_EAX + 0x1c4) <
(float)lVar2) {
return 1;
}
}
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.