Boomer::ShouldBackOff
0x00a64620 · 100 bytes · __cdecl
_ZNK6Boomer13ShouldBackOffEv
Decompiled
undefined (0 params)
/* Boomer::ShouldBackOff() const */
uint Boomer::ShouldBackOff(void)
{
char cVar1;
uint uVar2;
int iVar3;
uVar2 = CDirector::SpecialsShouldRetreatToCover(TheDirector);
if ((char)uVar2 == '\0') {
cVar1 = CDirector::IsFinale(TheDirector);
if ((cVar1 == '\0') && (*(int *)(TheDirector + 0x194) - 2U < 2)) {
iVar3 = GetDifficulty();
if (iVar3 < 2) {
uVar2 = CDirector::IsAnySurvivorBypassingTank(TheDirector);
uVar2 = uVar2 ^ 1;
}
}
}
return uVar2;
}
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.