CDirector::UpdateTempo
0x00879600 · 1531 bytes · __thiscall
_ZN9CDirector11UpdateTempoEv
Decompiled
undefined (1 param)
/* CDirector::UpdateTempo() */
void __thiscall CDirector::UpdateTempo(CDirector *this)
{
int iVar1;
undefined4 uVar2;
char cVar3;
CTerrorPlayer *pCVar4;
longdouble lVar5;
longdouble lVar6;
float fVar7;
float local_20 [4];
cVar3 = (**(code **)(*(int *)this + 0x44))(this);
if (cVar3 != '\0') {
*(undefined4 *)(this + 0x194) = 0;
return;
}
iVar1 = *(int *)(this + 0x194);
if (iVar1 == 1) {
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 < *(float *)(this + 0x1a0)) {
return;
}
UTIL_LogPrintf(
"------------------------------ Director state change SUSTAIN_PEAK -> PEAK_FADE\n"
);
*(undefined4 *)(this + 0x194) = 2;
pCVar4 = (CTerrorPlayer *)
CDirectorTacticalServices::GetHighestFlowSurvivor
(*(CDirectorTacticalServices **)(this + 0x628),0);
fVar7 = -9999.0;
if (pCVar4 != (CTerrorPlayer *)0x0) {
lVar5 = (longdouble)CTerrorPlayer::GetFlowDistance(pCVar4,0);
fVar7 = (float)lVar5;
}
*(float *)(this + 0x1a4) = fVar7;
return;
}
if (iVar1 < 2) {
if (iVar1 != 0) {
return;
}
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 < *(float *)(this + 0x1a0)) {
return;
}
local_20[0] = 0.0;
ForEachTerrorPlayer<FindMaxIntensity>((FindMaxIntensity *)local_20);
fVar7 = local_20[0];
lVar5 = (longdouble)
GetScriptValue(this,"IntensityThreshold",
*(float *)(DirectorPrivate_DirectorIntensityThreshold._28_4_ + 0x2c));
if (fVar7 < (float)lVar5) {
return;
}
UTIL_LogPrintf("------------------------------ Director state change BUILD_UP -> SUSTAIN_PEAK\n"
);
uVar2 = DirectorPrivate_DirectorSustainPeakMaxTime._28_4_;
*(undefined4 *)(this + 0x194) = 1;
lVar5 = (longdouble)GetScriptValue(this,"SustainPeakMaxTime",*(float *)(uVar2 + 0x2c));
lVar6 = (longdouble)
GetScriptValue(this,"SustainPeakMinTime",
*(float *)(DirectorPrivate_DirectorSustainPeakMinTime._28_4_ + 0x2c));
lVar5 = (longdouble)RandomFloat((float)lVar6,(float)lVar5);
fVar7 = (float)lVar5;
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + fVar7 != *(float *)(this + 0x1a0)) {
(**(code **)(*(int *)(this + 0x198) + 4))(this + 0x198,this + 0x1a0);
*(float *)(this + 0x1a0) = (float)lVar5 + fVar7;
}
if (fVar7 != *(float *)(this + 0x19c)) {
(**(code **)(*(int *)(this + 0x198) + 4))(this + 0x198,this + 0x19c);
*(float *)(this + 0x19c) = fVar7;
}
TerrorNavMesh::RemoveWanderersInActiveAreaSet();
return;
}
if (iVar1 != 2) {
if (iVar1 != 3) {
return;
}
pCVar4 = (CTerrorPlayer *)
CDirectorTacticalServices::GetHighestFlowSurvivor
(*(CDirectorTacticalServices **)(this + 0x628),0);
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 < *(float *)(this + 0x1a0)) {
if (pCVar4 == (CTerrorPlayer *)0x0) {
return;
}
if (*(float *)(this + 0x1a4) == -9999.0) {
return;
}
lVar5 = (longdouble)CTerrorPlayer::GetFlowDistance(pCVar4,0);
fVar7 = *(float *)(this + 0x1a4);
lVar6 = (longdouble)
GetScriptValue(this,"RelaxMaxFlowTravel",
*(float *)(DirectorPrivate_DirectorRelaxMaxFlowTravel._28_4_ + 0x2c));
if ((float)lVar5 <= (float)lVar6 + fVar7) {
return;
}
}
UTIL_LogPrintf("------------------------------ Director state change RELAX -> BUILD_UP\n");
uVar2 = DirectorPrivate_DirectorBuildUpMinInterval._28_4_;
*(undefined4 *)(this + 0x194) = 0;
lVar5 = (longdouble)GetScriptValue(this,"BuildUpMinInterval",*(float *)(uVar2 + 0x2c));
fVar7 = (float)lVar5;
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + fVar7 != *(float *)(this + 0x1a0)) {
(**(code **)(*(int *)(this + 0x198) + 4))(this + 0x198,this + 0x1a0);
*(float *)(this + 0x1a0) = (float)lVar5 + fVar7;
}
if (fVar7 == *(float *)(this + 0x19c)) {
return;
}
(**(code **)(*(int *)(this + 0x198) + 4))(this + 0x198,this + 0x19c);
*(float *)(this + 0x19c) = fVar7;
return;
}
pCVar4 = (CTerrorPlayer *)
CDirectorTacticalServices::GetHighestFlowSurvivor
(*(CDirectorTacticalServices **)(this + 0x628),0);
if (*(int *)(this + 0x1c0) < 1) {
local_20[0] = 0.0;
ForEachTerrorPlayer<FindMaxIntensity>((FindMaxIntensity *)local_20);
fVar7 = local_20[0];
lVar5 = (longdouble)
GetScriptValue(this,"IntensityRelaxThreshold",
*(float *)(DirectorPrivate_DirectorIntensityRelaxThreshold._28_4_ + 0x2c)
);
if (fVar7 < (float)lVar5) goto LAB_00879840;
}
if (pCVar4 == (CTerrorPlayer *)0x0) {
return;
}
if (*(float *)(this + 0x1a4) == -9999.0) {
return;
}
lVar5 = (longdouble)CTerrorPlayer::GetFlowDistance(pCVar4,0);
fVar7 = *(float *)(this + 0x1a4);
lVar6 = (longdouble)
GetScriptValue(this,"RelaxMaxFlowTravel",
*(float *)(DirectorPrivate_DirectorRelaxMaxFlowTravel._28_4_ + 0x2c));
if ((float)lVar5 <= (float)lVar6 + fVar7) {
return;
}
LAB_00879840:
UTIL_LogPrintf("------------------------------ Director state change PEAK_FADE -> RELAX\n");
uVar2 = DirectorPrivate_DirectorRelaxMaxInterval._28_4_;
*(undefined4 *)(this + 0x194) = 3;
lVar5 = (longdouble)GetScriptValue(this,"RelaxMaxInterval",*(float *)(uVar2 + 0x2c));
lVar6 = (longdouble)
GetScriptValue(this,"RelaxMinInterval",
*(float *)(DirectorPrivate_DirectorRelaxMinInterval._28_4_ + 0x2c));
lVar5 = (longdouble)RandomFloat((float)lVar6,(float)lVar5);
fVar7 = (float)lVar5;
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + fVar7 != *(float *)(this + 0x1a0)) {
(**(code **)(*(int *)(this + 0x198) + 4))(this + 0x198,this + 0x1a0);
*(float *)(this + 0x1a0) = (float)lVar5 + fVar7;
}
if (fVar7 != *(float *)(this + 0x19c)) {
(**(code **)(*(int *)(this + 0x198) + 4))(this + 0x198,this + 0x19c);
*(float *)(this + 0x19c) = fVar7;
}
fVar7 = -9999.0;
if (pCVar4 != (CTerrorPlayer *)0x0) {
lVar5 = (longdouble)CTerrorPlayer::GetFlowDistance(pCVar4,0);
fVar7 = (float)lVar5;
}
*(float *)(this + 0x1a4) = fVar7;
CL4DGameStats::Event_DirectorRelaxed((CL4DGameStats *)CL4D_GameStats);
return;
}
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.