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 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.