L L4D2node

CDirector::OnRoundStart

0x008770c0 · 701 bytes · __thiscall

_ZN9CDirector12OnRoundStartEv

Decompiled

undefined (1 param)

/* CDirector::OnRoundStart() */

void __thiscall CDirector::OnRoundStart(CDirector *this)

{
  float fVar1;
  float fVar2;
  char cVar3;
  int iVar4;
  CDirector *pCVar5;
  longdouble lVar6;
  CDirector *pCVar7;
  
  cVar3 = CTerrorGameRules::IsScavengeMode();
  if ((cVar3 != '\0') && (this[0x4e5] == (CDirector)0x0)) {
    CTerrorGameRules::IncrementRoundNumber(g_pGameRules);
  }
  (**(code **)(*(int *)this + 0x14))(this);
  if ((this[0x28c] == (CDirector)0x0) || (m_isScenarioRestart != '\0')) {
    *(int *)(this + 0x418) = *(int *)(this + 0x418) + 1;
    *(undefined4 *)(this + 0x440) = 0;
  }
  RespawnPlayers();
  ResetResponseRulesOnRoundStart();
  lVar6 = (longdouble)RandomFloat(0xc1f00000,0x41f00000);
  fVar2 = (float)lVar6;
  if (fVar2 <= 0.0) {
    *(undefined4 *)(this + 0x194) = 0;
    if (*(float *)(this + 0x1a0) != -1.0) {
      (**(code **)(*(int *)(this + 0x198) + 4))(this + 0x198,this + 0x1a0);
      *(undefined4 *)(this + 0x1a0) = 0xbf800000;
    }
  }
  else {
    *(undefined4 *)(this + 0x194) = 3;
    lVar6 = (longdouble)CountdownTimer::Now();
    if ((float)lVar6 + fVar2 == *(float *)(this + 0x1a0)) {
      fVar1 = *(float *)(this + 0x19c);
    }
    else {
      (**(code **)(*(int *)(this + 0x198) + 4))(this + 0x198,this + 0x1a0);
      fVar1 = *(float *)(this + 0x19c);
      *(float *)(this + 0x1a0) = (float)lVar6 + fVar2;
    }
    if (fVar2 != fVar1) {
      (**(code **)(*(int *)(this + 0x198) + 4))(this + 0x198,this + 0x19c);
      *(float *)(this + 0x19c) = fVar2;
    }
  }
  *(undefined4 *)(this + 0x1c0) = 0;
  *(undefined4 *)(this + 0x1c8) = 0;
  *(undefined4 *)(this + 0x1cc) = 0;
  pCVar7 = (CDirector *)0x447a0000;
  ConVar::SetValue(2.2760585e-38);
  iVar4 = 0;
  pCVar5 = this + 0x2f4;
  do {
    while (*(float *)(this + (int)(pCVar5 + (8 - (int)this))) != -1.0) {
      pCVar7 = pCVar5 + 8;
      iVar4 = iVar4 + 1;
      (**(code **)(*(int *)pCVar5 + 4))(pCVar5,pCVar7);
      *(undefined4 *)(this + (int)(pCVar5 + (8 - (int)this))) = 0xbf800000;
      pCVar5 = pCVar5 + 0xc;
      if (iVar4 == 6) goto LAB_00877235;
    }
    iVar4 = iVar4 + 1;
    pCVar5 = pCVar5 + 0xc;
  } while (iVar4 != 6);
LAB_00877235:
  (**(code **)(**(int **)(this + 0x630) + 4))(*(int **)(this + 0x630),pCVar7);
  CDirectorChallengeMode::OnRoundStartNonVirtual();
  CDirectorScriptedEventManager::OnRoundStartNonVirtual
            (*(CDirectorScriptedEventManager **)(this + 0x638));
  CDirectorVersusMode::OnRoundStartNonVirtual(*(CDirectorVersusMode **)(this + 0x63c));
  CTerrorPlayer::OnRoundStart();
  if ((char)(*(int **)(this + 0x634))[10] != '\0') {
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x00877347. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(this + 0x634) + 0x14))();
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)