CDirectorScriptedEventManager::AreAllSurvivorsInBattlefield
0x008b7630 · 50 bytes · __thiscall
_ZNK29CDirectorScriptedEventManager28AreAllSurvivorsInBattlefieldEv
Decompiled
undefined (1 param)
/* CDirectorScriptedEventManager::AreAllSurvivorsInBattlefield() const */
byte __thiscall
CDirectorScriptedEventManager::AreAllSurvivorsInBattlefield(CDirectorScriptedEventManager *this)
{
bool bVar1;
SurvivorsInBattlefieldScan local_d [9];
if (this[0x110] == (CDirectorScriptedEventManager)0x0) {
local_d[0] = (SurvivorsInBattlefieldScan)0x1;
bVar1 = ForEachTerrorPlayer<SurvivorsInBattlefieldScan>(local_d);
if (bVar1) {
return (byte)local_d[0] ^ 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.