CDirectorScriptedEventManager::IsAnySurvivorInBattlefieldOrFinaleArea
0x008b7700 · 38 bytes · __thiscall
_ZNK29CDirectorScriptedEventManager38IsAnySurvivorInBattlefieldOrFinaleAreaEv
Decompiled
undefined (1 param)
/* CDirectorScriptedEventManager::IsAnySurvivorInBattlefieldOrFinaleArea() const */
uint __thiscall
CDirectorScriptedEventManager::IsAnySurvivorInBattlefieldOrFinaleArea
(CDirectorScriptedEventManager *this)
{
bool bVar1;
undefined3 extraout_var;
NoSurvivorInBattlefieldOrFinaleScan local_d [9];
if (this[0x110] != (CDirectorScriptedEventManager)0x0) {
return 0;
}
bVar1 = ForEachTerrorPlayer<NoSurvivorInBattlefieldOrFinaleScan>(local_d);
return CONCAT31(extraout_var,bVar1) ^ 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.