L L4D2node

CDirector::IsAnySurvivorInCombat

0x00878880 · 22 bytes · __cdecl

_ZNK9CDirector21IsAnySurvivorInCombatEv

Decompiled

undefined (0 params)

/* CDirector::IsAnySurvivorInCombat() const */

uint CDirector::IsAnySurvivorInCombat(void)

{
  bool bVar1;
  undefined3 extraout_var;
  AreNoSurvivorsInCombat local_d [9];
  
  bVar1 = ForEachSurvivor<AreNoSurvivorsInCombat>(local_d);
  return CONCAT31(extraout_var,bVar1) ^ 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)