L L4D2node

CDirector::GetMaxPlayerZombies

0x0087a770 · 160 bytes · __thiscall

_ZNK9CDirector19GetMaxPlayerZombiesEv

Decompiled

undefined (1 param)

/* CDirector::GetMaxPlayerZombies() const */

int __thiscall CDirector::GetMaxPlayerZombies(CDirector *this)

{
  char cVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int local_10;
  
  cVar1 = CDirectorChallengeMode::GetMaxPlayerZombies
                    (*(CDirectorChallengeMode **)(this + 0x648),&local_10);
  if ((cVar1 == '\0') &&
     (cVar1 = CDirectorSurvivalMode::GetMaxPlayerZombies
                        (*(CDirectorSurvivalMode **)(this + 0x640),&local_10), cVar1 == '\0')) {
    cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
    if (cVar1 == '\0') {
      iVar2 = GetMapArcValue(this);
      iVar3 = GetDifficulty();
      iVar4 = 0;
      if (-1 < iVar2) {
        iVar4 = iVar2;
      }
      iVar2 = 4;
      if (iVar4 < 5) {
        iVar2 = iVar4;
      }
      local_10 = *(int *)(GetMaxPlayerZombies()::limits + (iVar2 + iVar3 * 5) * 4);
      local_10 = GetScriptValue(this,"MaxSpecials",local_10);
    }
    else {
      local_10 = *(int *)(ZombieMaxPlayerZombies._28_4_ + 0x30);
    }
  }
  return 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)