L L4D2node

CDirectorVersusMode::GetMissionVersusBossSpawning

0x008c3f10 · 290 bytes · __thiscall

_ZN19CDirectorVersusMode28GetMissionVersusBossSpawningERfS0_S0_S0_Rb

Decompiled

undefined (6 params)

/* CDirectorVersusMode::GetMissionVersusBossSpawning(float&, float&, float&, float&, bool&) */

undefined4 __thiscall
CDirectorVersusMode::GetMissionVersusBossSpawning
          (CDirectorVersusMode *this,float *param_1,float *param_2,float *param_3,float *param_4,
          bool *param_5)

{
  KeyValues *pKVar1;
  int iVar2;
  longdouble lVar3;
  
  pKVar1 = (KeyValues *)CTerrorGameRules::GetMissionCurrentMap((KeyValues **)0x0);
  if (pKVar1 != (KeyValues *)0x0) {
    pKVar1 = (KeyValues *)KeyValues::FindKey(pKVar1,"versus_boss_spawning",false);
    if (pKVar1 != (KeyValues *)0x0) {
      lVar3 = (longdouble)KeyValues::GetFloat(pKVar1,"spawn_pos_min",*param_1);
      *param_1 = (float)lVar3;
      lVar3 = (longdouble)KeyValues::GetFloat(pKVar1,"spawn_pos_max",*param_2);
      *param_2 = (float)lVar3;
      lVar3 = (longdouble)KeyValues::GetFloat(pKVar1,"tank_chance",*param_3);
      *param_3 = (float)lVar3;
      lVar3 = (longdouble)KeyValues::GetFloat(pKVar1,"witch_chance",*param_4);
      *param_4 = (float)lVar3;
      iVar2 = KeyValues::GetInt(pKVar1,"allow_boss_mix",(uint)*param_5);
      *param_5 = iVar2 != 0;
      return 1;
    }
  }
  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)