CDirector::GetWanderingZombieDensityModifier
0x00878dc0 · 143 bytes · __thiscall
_ZNK9CDirector33GetWanderingZombieDensityModifierEv
Decompiled
undefined (1 param)
/* CDirector::GetWanderingZombieDensityModifier() const */
longdouble __thiscall CDirector::GetWanderingZombieDensityModifier(CDirector *this)
{
char cVar1;
longdouble lVar2;
float local_10;
local_10 = *(float *)(z_wandering_density._28_4_ + 0x2c);
cVar1 = CDirectorChallengeMode::GetWanderingZombieDensityModifier
(*(CDirectorChallengeMode **)(this + 0x648),&local_10);
if ((cVar1 == '\0') &&
(cVar1 = CDirectorVersusMode::GetWanderingZombieDensityModifier
(*(CDirectorVersusMode **)(this + 0x63c),&local_10), cVar1 == '\0')) {
lVar2 = (longdouble)GetScriptValue(this,"WanderingZombieDensityModifier",local_10);
return (longdouble)(float)lVar2;
}
return (longdouble)local_10;
}
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.