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 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.