L L4D2node

CDirectorScavengeMode::AreWanderersAllowed

0x008b2d50 · 36 bytes · __thiscall

_ZNK21CDirectorScavengeMode19AreWanderersAllowedEPb

Decompiled

undefined (2 params)

/* CDirectorScavengeMode::AreWanderersAllowed(bool*) const */

undefined4 __thiscall
CDirectorScavengeMode::AreWanderersAllowed(CDirectorScavengeMode *this,bool *param_1)

{
  undefined4 uVar1;
  
  uVar1 = CTerrorGameRules::IsScavengeMode();
  if ((char)uVar1 != '\0') {
    if (this[8] != (CDirectorScavengeMode)0x0) {
      return 0;
    }
    *param_1 = false;
  }
  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)