L L4D2node

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 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)