L L4D2node

CDirector::GetWitchLimit

0x0087a620 · 81 bytes · __thiscall

_ZNK9CDirector13GetWitchLimitEv

Decompiled

undefined (1 param)

/* CDirector::GetWitchLimit() const */

int __thiscall CDirector::GetWitchLimit(CDirector *this)

{
  char cVar1;
  undefined4 uVar2;
  int local_10 [2];
  
  local_10[0] = -1;
  cVar1 = CDirectorChallengeMode::GetWitchLimit(*(CDirectorChallengeMode **)(this + 0x648),local_10)
  ;
  if (cVar1 != '\0') {
    return local_10[0];
  }
  uVar2 = GetScriptValue(this,"WitchLimit",-1);
  return uVar2;
}

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)