CDirectorChallengeMode::GetWanderingZombieDensityModifier
0x00899a50 · 89 bytes · __thiscall
_ZNK22CDirectorChallengeMode33GetWanderingZombieDensityModifierEPf
Decompiled
undefined (2 params)
/* CDirectorChallengeMode::GetWanderingZombieDensityModifier(float*) const */
CDirectorChallengeMode __thiscall
CDirectorChallengeMode::GetWanderingZombieDensityModifier
(CDirectorChallengeMode *this,float *param_1)
{
CDirectorChallengeMode CVar1;
longdouble lVar2;
CVar1 = this[1];
if (CVar1 != (CDirectorChallengeMode)0x0) {
lVar2 = (longdouble)
CDirector::GetScriptValue(TheDirector,"cm_WanderingZombieDensityModifier",-1.0);
if (0.0 <= (float)lVar2) {
*param_1 = (float)lVar2;
return CVar1;
}
}
return (CDirectorChallengeMode)0x0;
}
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.