L L4D2node

CHLTVDirector::FindBestGameEvent

0x006db9c0 · 436 bytes · __thiscall

_ZN13CHLTVDirector17FindBestGameEventEv

Decompiled

undefined (1 param)

/* CHLTVDirector::FindBestGameEvent() */

int __thiscall CHLTVDirector::FindBestGameEvent(CHLTVDirector *this)

{
  int iVar1;
  uint uVar2;
  uint uVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  uint local_3c;
  ushort local_38;
  ushort local_34;
  int local_2c [7];
  
  iVar5 = 0;
  _V_memset(&local_3c,0,0x10);
  _V_memset(local_2c,0,0x10);
  uVar2 = FindFirstEvent(this,*(int *)(this + 0x1c));
  do {
    iVar1 = *(int *)(this + 0x1c);
    local_2c[iVar5] = 0;
    (&local_3c)[iVar5] = 0;
    iVar1 = (int)(((float)iVar5 + 1.0 + (float)iVar5 + 1.0) / *(float *)(gpGlobals + 0x1c) + 0.5) +
            iVar1;
    if (*(int *)(this + 0x38) < iVar1) break;
    if (uVar2 == 0xffff) {
LAB_006dbad2:
      uVar2 = 0xffff;
    }
    else {
      iVar4 = *(int *)(this + 0x1d4) + (uVar2 & 0xffff) * 0x14;
      if (*(int *)(iVar4 + 8) <= iVar1) {
        iVar6 = 0;
        uVar3 = uVar2 & 0xffff;
        while( true ) {
          iVar4 = *(int *)(iVar4 + 0xc);
          if (iVar6 < iVar4) {
            (&local_3c)[iVar5] = uVar2;
            local_2c[iVar5] = iVar4;
          }
          uVar2 = CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
                  ::NextInorder((CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
                                 *)(this + 0x1d0),(ushort)uVar3);
          uVar2 = uVar2 & 0xffff;
          if (uVar2 == 0xffff) goto LAB_006dbad2;
          iVar4 = *(int *)(this + 0x1d4) + uVar2 * 0x14;
          if (iVar1 < *(int *)(iVar4 + 8)) break;
          iVar6 = local_2c[iVar5];
          uVar3 = uVar2;
        }
      }
    }
    iVar5 = iVar5 + 1;
  } while (iVar5 != 4);
  if ((local_2c[0] == 0) && (local_2c[1] == 0)) {
    if (local_2c[2] == 0) {
      return 0;
    }
LAB_006dbaf8:
    if (local_2c[2] <= local_2c[1]) {
      if (local_2c[3] <= local_2c[1]) {
        return *(int *)(this + 0x1d4) + 8 + (uint)local_38 * 0x14;
      }
      goto LAB_006dbb01;
    }
  }
  else {
    if (local_2c[0] <= local_2c[1]) goto LAB_006dbaf8;
    if (local_2c[2] < local_2c[0]) {
      return *(int *)(this + 0x1d4) + 8 + (local_3c & 0xffff) * 0x14;
    }
  }
  if (local_2c[3] < local_2c[2]) {
    return *(int *)(this + 0x1d4) + 8 + (uint)local_34 * 0x14;
  }
LAB_006dbb01:
  if (local_3c == 0) {
    return 0;
  }
  return *(int *)(this + 0x1d4) + 8 + (local_3c & 0xffff) * 0x14;
}

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)