L L4D2node

CDirector::GetBaseSpecialLimit

0x00871820 · 102 bytes · __thiscall

_ZNK9CDirector19GetBaseSpecialLimitE15ZombieClassType

Decompiled

undefined (2 params)

/* CDirector::GetBaseSpecialLimit(ZombieClassType) const */

undefined4 __thiscall CDirector::GetBaseSpecialLimit(CDirector *this,int param_2)

{
  char cVar1;
  undefined4 local_20 [4];
  
  cVar1 = CDirectorChallengeMode::GetBaseSpecialLimit
                    (*(CDirectorChallengeMode **)(this + 0x648),param_2,local_20);
  if (cVar1 == '\0') {
    cVar1 = CDirectorSurvivalMode::GetBaseSpecialLimit
                      (*(CDirectorSurvivalMode **)(this + 0x640),param_2,local_20);
    if (cVar1 == '\0') {
      return *(undefined4 *)
              (*(int *)(*(int *)(IsClassAllowed(ZombieClassType)::specialLimitScriptEntries +
                                param_2 * 4 + 0x14) + 0x1c) + 0x30);
    }
  }
  return local_20[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)