L L4D2node

CDirectorVersusMode::GetHealthkitConversionMode

0x008c3570 · 40 bytes · __thiscall

_ZN19CDirectorVersusMode26GetHealthkitConversionModeEPf

Decompiled

undefined (2 params)

/* CDirectorVersusMode::GetHealthkitConversionMode(float*) */

undefined4 __thiscall
CDirectorVersusMode::GetHealthkitConversionMode(CDirectorVersusMode *this,float *param_1)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
  uVar2 = 0;
  if (cVar1 != '\0') {
    uVar2 = 2;
    *param_1 = *(float *)(DirectorVSConvertPills._28_4_ + 0x2c);
  }
  return uVar2;
}

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)