L L4D2node

CMapInfo::GetPipeBombDensity

0x008e84f0 · 59 bytes · __thiscall

_ZNK8CMapInfo18GetPipeBombDensityEv

Decompiled

undefined (1 param)

/* CMapInfo::GetPipeBombDensity() const */

longdouble __thiscall CMapInfo::GetPipeBombDensity(CMapInfo *this)

{
  if (*(int *)(DirectorScavengeItemOverride._28_4_ + 0x30) == 0) {
    return (longdouble)*(float *)(this + 0x44c);
  }
  return (longdouble)*(float *)(DirectorPipeBombDensity._28_4_ + 0x2c);
}

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)