CDirector::NoSurvivorBots
0x00872530 · 55 bytes · __thiscall
_ZNK9CDirector14NoSurvivorBotsEv
Decompiled
undefined (1 param)
/* CDirector::NoSurvivorBots() const */
uint __thiscall CDirector::NoSurvivorBots(CDirector *this)
{
char cVar1;
bool local_d [9];
cVar1 = CDirectorChallengeMode::NoSurvivorBots(*(CDirectorChallengeMode **)(this + 0x648),local_d)
;
if (cVar1 == '\0') {
return CONCAT31((int3)((uint)*(int *)(DirectorNoSurvivorBots._28_4_ + 0x30) >> 8),
*(int *)(DirectorNoSurvivorBots._28_4_ + 0x30) != 0);
}
return (uint)local_d[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.