L L4D2node

CDirector::ShouldAllowSpecialSpawns

0x0087ac10 · 319 bytes · __thiscall

_ZN9CDirector24ShouldAllowSpecialSpawnsEv

Decompiled

undefined (1 param)

/* CDirector::ShouldAllowSpecialSpawns() */

bool __thiscall CDirector::ShouldAllowSpecialSpawns(CDirector *this)

{
  int *piVar1;
  char cVar2;
  bool bVar3;
  int iVar4;
  CDirectorScriptedEventManager *this_00;
  CDirectorSurvivalMode *this_01;
  SurvivorsInFinaleScan local_e;
  undefined1 local_d;
  
  this_01 = *(CDirectorSurvivalMode **)(this + 0x640);
  iVar4 = CDirectorSurvivalMode::ShouldAllowSpecialSpawnsNonVirtual(this_01);
  if (iVar4 == 2) {
    this_01 = *(CDirectorSurvivalMode **)(this + 0x648);
    iVar4 = CDirectorChallengeMode::ShouldAllowSpecialSpawnsNonVirtual();
  }
  if (iVar4 == 1) {
    return true;
  }
  if (iVar4 == 0) {
    return false;
  }
  cVar2 = CTerrorGameRules::HasPlayerControlledZombies();
  if (cVar2 != '\0') {
    return true;
  }
  bVar3 = false;
  if ((*(int *)(this + 0x1c0) < 1) ||
     (cVar2 = IsAnySurvivorBypassingTank((CDirector *)this_01), cVar2 == '\0')) {
    this_00 = *(CDirectorScriptedEventManager **)(this + 0x638);
    if ((*(int *)this_00 == 1) && (*(int *)(this_00 + 4) == 0x11)) goto LAB_0087ac7a;
    iVar4 = GetScriptValue(this,"ShouldAllowSpecialsWithTank",0);
    if (iVar4 == 0) {
      if (*(int *)(this + 0x194) - 2U < 2) {
        return false;
      }
      if (0 < *(int *)(this + 0x1c0)) {
        return false;
      }
    }
  }
  this_00 = *(CDirectorScriptedEventManager **)(this + 0x638);
LAB_0087ac7a:
  cVar2 = CDirectorScriptedEventManager::AreAllSurvivorsInBattlefield(this_00);
  if ((((cVar2 == '\0') || (piVar1 = *(int **)(this + 0x638), piVar1[0x4a] != 4)) ||
      (piVar1[1] == 9)) || (*piVar1 == 1)) {
    local_e = (SurvivorsInFinaleScan)0x1;
    local_d = 1;
    bVar3 = ForEachTerrorPlayer<SurvivorsInFinaleScan>(&local_e);
    if (!bVar3) {
      return true;
    }
    bVar3 = **(int **)(this + 0x638) != 5;
  }
  return bVar3;
}

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)