CDirector::SpecialsShouldAdvanceOnSurvivors
0x00872a60 · 60 bytes · __thiscall
_ZNK9CDirector32SpecialsShouldAdvanceOnSurvivorsEv
Decompiled
undefined (1 param)
/* CDirector::SpecialsShouldAdvanceOnSurvivors() const */
undefined4 __thiscall CDirector::SpecialsShouldAdvanceOnSurvivors(CDirector *this)
{
char cVar1;
undefined4 uVar2;
cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
if ((cVar1 == '\0') && (**(char **)(this + 0x640) == '\0')) {
uVar2 = CDirectorChallengeMode::AggresiveSpecials(*(CDirectorChallengeMode **)(this + 0x648));
return uVar2;
}
return 1;
}
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.