CDirectorItemManager::ShouldRecreateEntityOnCleanupMap
0x008a41d0 · 164 bytes · __thiscall
_ZN20CDirectorItemManager32ShouldRecreateEntityOnCleanupMapEPKc
Decompiled
undefined (2 params)
/* CDirectorItemManager::ShouldRecreateEntityOnCleanupMap(char const*) */
undefined4 __thiscall
CDirectorItemManager::ShouldRecreateEntityOnCleanupMap(CDirectorItemManager *this,char *param_1)
{
int iVar1;
char *pcVar2;
if (((((param_1 != "weapon_spawn") && (iVar1 = _V_stricmp(param_1,"weapon_spawn"), iVar1 != 0)) &&
(param_1 != "weapon_melee_spawn")) &&
((iVar1 = _V_stricmp(param_1,"weapon_melee_spawn"), iVar1 != 0 &&
(param_1 != "weapon_item_spawn")))) &&
(iVar1 = _V_stricmp(param_1,"weapon_item_spawn"), iVar1 != 0)) {
pcVar2 = "weapon_pain_pills_spawn";
while ((param_1 != pcVar2 && (iVar1 = _V_stricmp(param_1,pcVar2), iVar1 != 0))) {
pcVar2 = pcVar2 + 0x80;
if (pcVar2 == "20CDirectorItemManager") {
return 1;
}
}
}
return 0;
}
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.