L L4D2node

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 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)