L L4D2node

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 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)