L L4D2node

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 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)