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 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.