L L4D2node

CMapInfo::ShouldCullMagnums

0x008e89a0 · 59 bytes · __thiscall

_ZNK8CMapInfo17ShouldCullMagnumsEv

Decompiled

undefined (1 param)

/* CMapInfo::ShouldCullMagnums() const */

bool __thiscall CMapInfo::ShouldCullMagnums(CMapInfo *this)

{
  if (*(int *)(DirectorScavengeItemOverride._28_4_ + 0x30) == 0) {
    return 0.0 <= *(float *)(this + 0x480);
  }
  return 0.0 <= *(float *)(director_magnum_spawn_density._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)