CDirectorTacticalServices::GetLowestFlowSurvivor
0x008c18f0 · 57 bytes · __cdecl
_ZNK25CDirectorTacticalServices21GetLowestFlowSurvivorEv
Decompiled
undefined (0 params)
/* CDirectorTacticalServices::GetLowestFlowSurvivor() const */
undefined4 CDirectorTacticalServices::GetLowestFlowSurvivor(void)
{
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_20 = 0x4e6e6b28;
local_1c = 2;
local_18 = 0;
local_14 = 0;
local_10 = 4;
ForEachTerrorPlayer<LowestFlowDistance>((LowestFlowDistance *)&local_20);
return local_14;
}
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.