L L4D2node

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 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)