CDirectorScriptedEventManager::ShouldPanicForever
0x008b60f0 · 75 bytes · __thiscall
_ZN29CDirectorScriptedEventManager18ShouldPanicForeverEv
Decompiled
undefined (1 param)
/* CDirectorScriptedEventManager::ShouldPanicForever() */
bool __thiscall
CDirectorScriptedEventManager::ShouldPanicForever(CDirectorScriptedEventManager *this)
{
int iVar1;
if (((*(int *)this == 1) && (*(int *)(this + 4) != 3)) && (*(int *)(this + 4) != 0)) {
return *(int *)(DirectorPanicForever._28_4_ + 0x30) != 0;
}
iVar1 = CDirector::GetScriptValue
(TheDirector,"PanicForever",*(int *)(DirectorPanicForever._28_4_ + 0x30));
return iVar1 == 1;
}
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.