CDirectorTacticalServices::GetHighestFlowSurvivor
0x008c18b0 · 63 bytes · __thiscall
_ZNK25CDirectorTacticalServices22GetHighestFlowSurvivorEN13TerrorNavArea8FlowTypeE
Decompiled
undefined (2 params)
/* CDirectorTacticalServices::GetHighestFlowSurvivor(TerrorNavArea::FlowType) const */
undefined4 __thiscall
CDirectorTacticalServices::GetHighestFlowSurvivor(undefined4 this,undefined4 param_2)
{
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_24 = 0xc61c3c00;
local_20 = 2;
local_1c = 0;
local_18 = 0;
local_10 = param_2;
local_14 = 0;
ForEachTerrorPlayer<HighestFlowDistance>((HighestFlowDistance *)&local_24);
return local_18;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.