L L4D2node

InfoChangelevel::OnCheckpointDoorClosed

0x008666d0 · 1228 bytes · __cdecl

_ZN15InfoChangelevel22OnCheckpointDoorClosedER11inputdata_t

Decompiled

undefined (1 param)

/* InfoChangelevel::OnCheckpointDoorClosed(inputdata_t&) */

void InfoChangelevel::OnCheckpointDoorClosed(inputdata_t *param_1)

{
  int *piVar1;
  code *pcVar2;
  char cVar3;
  CBaseCombatCharacter *pCVar4;
  uint uVar5;
  int iVar6;
  CBaseEntity *this;
  undefined4 uVar7;
  int iVar8;
  int in_GS_OFFSET;
  CTerrorPlayer *local_164 [2];
  int local_15c [5];
  int local_148 [5];
  undefined1 local_134;
  char local_133;
  char local_132;
  inputdata_t *local_130;
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  iVar8 = 1;
  local_134 = 0;
  local_148[0] = 0;
  local_148[1] = 0;
  local_148[2] = 0;
  local_148[3] = 0;
  local_130 = param_1;
  local_148[4] = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_133 = '\0';
  local_132 = '\0';
  local_15c[0] = 0;
  local_15c[1] = 0;
  local_15c[2] = 0;
  local_15c[3] = 0;
  local_15c[4] = 0;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      while ((pCVar4 = (CBaseCombatCharacter *)UTIL_PlayerByIndex(iVar8),
             pCVar4 == (CBaseCombatCharacter *)0x0 || (*(int *)(pCVar4 + 0x30) == 0))) {
LAB_008667c0:
        iVar8 = iVar8 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar8) goto LAB_00866802;
      }
      if (*(int *)(pCVar4 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
                    /* try { // try from 00866793 to 00866ba7 has its CatchHandler @ 00866bba */
        cVar3 = (**(code **)(*(int *)pCVar4 + 0x16c))(pCVar4);
        if ((((cVar3 == '\0') || (*(int *)(pCVar4 + 0x1f6c) == 2)) ||
            (iVar6 = (**(code **)(*(int *)pCVar4 + 0x148))(pCVar4), iVar6 != 0)) ||
           (cVar3 = InfoChangelevelPlayerCollector::operator()
                              ((InfoChangelevelPlayerCollector *)local_15c,pCVar4), cVar3 != '\0'))
        goto LAB_008667c0;
        goto LAB_00866958;
      }
      iVar8 = iVar8 + 1;
    } while (iVar8 <= *(int *)(gpGlobals + 0x14));
  }
LAB_00866802:
  iVar8 = TheNextBots();
  uVar5 = (uint)*(ushort *)(iVar8 + 0x10);
  if (uVar5 != 0xffff) {
    iVar6 = *(int *)(iVar8 + 4);
    do {
      piVar1 = *(int **)(iVar6 + uVar5 * 8);
      this = (CBaseEntity *)(**(code **)(*piVar1 + 0xb4))(piVar1);
      cVar3 = (**(code **)(*(int *)this + 300))(this);
      if (cVar3 != '\0') {
        cVar3 = (**(code **)(*(int *)this + 0x16c))(this);
        if (cVar3 == '\0') {
          local_164[0] = (CTerrorPlayer *)0x0;
        }
        else {
          local_164[0] = (CTerrorPlayer *)this;
          cVar3 = (**(code **)(*(int *)this + 0x558))(this);
          if (cVar3 != '\0') goto LAB_00866880;
        }
        iVar6 = CBaseEntity::GetTeamNumber(this);
        if (iVar6 == 2) {
          if (local_164[0] != (CTerrorPlayer *)0x0) {
            cVar3 = CBaseTrigger::IsTouching((CBaseTrigger *)local_130,this);
            if (((cVar3 == '\0') || (this[0x186] == (CBaseEntity)0x8)) ||
               ((iVar6 = (**(code **)(*(int *)this + 0x52c))(this), iVar6 == 0 ||
                (iVar6 = (**(code **)(*(int *)this + 0x52c))(this),
                (*(byte *)(iVar6 + 0x12d) & 8) == 0)))) {
              CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
                        ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)local_148,
                         local_148[3],local_164);
              local_133 = '\x01';
            }
            else {
              CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
                        ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)local_15c,
                         local_15c[3],local_164);
              cVar3 = CDirector::IsAllBotSurvivorTeam();
              if ((cVar3 != '\0') ||
                 (cVar3 = (**(code **)(*(int *)local_164[0] + 0x778))(local_164[0]), cVar3 == '\0'))
              {
                local_132 = '\x01';
              }
            }
          }
        }
        else if ((((iVar6 == 3) &&
                  (cVar3 = CBaseTrigger::IsTouching((CBaseTrigger *)local_130,this), cVar3 != '\0'))
                 && (iVar6 = (**(code **)(*(int *)this + 0x52c))(this), iVar6 != 0)) &&
                (iVar6 = (**(code **)(*(int *)this + 0x52c))(this),
                (*(byte *)(iVar6 + 0x12d) & 8) != 0)) {
          local_134 = 1;
        }
      }
LAB_00866880:
      iVar6 = *(int *)(iVar8 + 4);
      uVar5 = (uint)*(ushort *)(iVar6 + 6 + uVar5 * 8);
    } while (uVar5 != 0xffff);
  }
LAB_00866958:
  UpdateChangelevel((InfoChangelevel *)param_1,(InfoChangelevelPlayerCollector *)local_15c);
  if (((param_1[0x5a9] == (inputdata_t)0x0) && (local_132 != '\0')) && (local_133 != '\0')) {
    iVar8 = RandomInt(0,local_15c[3] + -1);
    iVar6 = RandomInt(0,local_148[3] + -1);
    piVar1 = *(int **)(local_15c[0] + iVar8 * 4);
    uVar7 = SurvivorCharacterName(*(undefined4 *)(*(int *)(local_148[0] + iVar6 * 4) + 0x2ba0));
    CFmtStrN<256>::CFmtStrN(local_12c,"Subject:%s",uVar7);
    pcVar2 = *(code **)(*piVar1 + 0x7b4);
    CAI_Concept::CAI_Concept((CAI_Concept *)local_164,"PlayerOutsideCheckpoint");
    (*pcVar2)(piVar1,(CAI_Concept *)local_164,3,local_127,0,0,0);
  }
  local_148[3] = 0;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_148);
  local_148[4] = local_148[0];
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_148);
  local_15c[3] = 0;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_15c);
  local_15c[4] = local_15c[0];
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_15c);
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return;
}

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.



        

        

          

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