L L4D2node

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 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)