L L4D2node

CDirector::AreBossesProhibited

0x0087a520 · 134 bytes · __thiscall

_ZNK9CDirector19AreBossesProhibitedEv

Decompiled

undefined (1 param)

/* CDirector::AreBossesProhibited() const */

undefined1 __thiscall CDirector::AreBossesProhibited(CDirector *this)

{
  char cVar1;
  int iVar2;
  bool local_d;
  
  cVar1 = CDirectorChallengeMode::AreBossesProhibited
                    (*(CDirectorChallengeMode **)(this + 0x648),&local_d);
  if (((cVar1 == '\0') &&
      (cVar1 = CDirectorScavengeMode::AreBossesProhibited
                         (*(CDirectorScavengeMode **)(this + 0x644),&local_d), cVar1 == '\0')) &&
     (cVar1 = CDirectorVersusMode::AreBossesProhibited
                        (*(CDirectorVersusMode **)(this + 0x63c),&local_d), cVar1 == '\0')) {
    iVar2 = GetScriptValue(this,"ProhibitBosses",
                           (uint)(*(int *)(DirectorNoBosses._28_4_ + 0x30) != 0));
    return iVar2 != 0;
  }
  return local_d;
}

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)