L L4D2node

CDirectorVersusMode::ShouldReselectCustomFinale

0x008c3320 · 39 bytes · __cdecl

_ZN19CDirectorVersusMode26ShouldReselectCustomFinaleEv

Decompiled

undefined (0 params)

/* CDirectorVersusMode::ShouldReselectCustomFinale() */

byte CDirectorVersusMode::ShouldReselectCustomFinale(void)

{
  char cVar1;
  byte bVar2;
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  bVar2 = 1;
  if (cVar1 != '\0') {
    bVar2 = *(byte *)(TheDirector + 0x4e5) ^ 1;
  }
  return bVar2;
}

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)