L L4D2node

CDirectorChallengeMode::GetAdditionalInfectedFlags

0x00899c00 · 96 bytes · __thiscall

_ZNK22CDirectorChallengeMode26GetAdditionalInfectedFlagsEv

Decompiled

undefined (1 param)

/* CDirectorChallengeMode::GetAdditionalInfectedFlags() const */

uint __thiscall CDirectorChallengeMode::GetAdditionalInfectedFlags(CDirectorChallengeMode *this)

{
  uint uVar1;
  int iVar2;
  
  uVar1 = 0;
  if (this[1] != (CDirectorChallengeMode)0x0) {
    uVar1 = CDirector::GetScriptValue(TheDirector,"InfectedFlags",0);
    iVar2 = CDirector::GetScriptValue(TheDirector,"cm_HeadshotOnly",0);
    if (iVar2 != 0) {
      uVar1 = uVar1 | 0x800;
    }
  }
  return uVar1;
}

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)