L L4D2node

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 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)