L L4D2node

CDirectorScriptedEventManager::IsACrecendoEvent

0x008b7730 · 73 bytes · __thiscall

_ZNK29CDirectorScriptedEventManager16IsACrecendoEventEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::IsACrecendoEvent() const */

undefined4 __thiscall
CDirectorScriptedEventManager::IsACrecendoEvent(CDirectorScriptedEventManager *this)

{
  bool bVar1;
  undefined4 uVar2;
  NoSurvivorInBattlefieldOrFinaleScan local_d [5];
  
  if (this[0x110] == (CDirectorScriptedEventManager)0x0) {
    bVar1 = ForEachTerrorPlayer<NoSurvivorInBattlefieldOrFinaleScan>(local_d);
    if (!bVar1) {
      uVar2 = CDirectorChallengeMode::AllowCrescendoEvents
                        (*(CDirectorChallengeMode **)(TheDirector + 0x648));
      return uVar2;
    }
  }
  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)