L L4D2node

CDirectorChallengeMode::HealingGnome

0x00898f50 · 42 bytes · __cdecl

_ZNK22CDirectorChallengeMode12HealingGnomeEv.part.68

Decompiled

undefined (0 params)

/* CDirectorChallengeMode::HealingGnome() const [clone .part.68] */

bool CDirectorChallengeMode::HealingGnome(void)

{
  int iVar1;
  
  iVar1 = CDirector::GetScriptValue(TheDirector,"cm_HealingGnome",0);
  return iVar1 != 0;
}

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)