L L4D2node

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 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)