L L4D2node

CDirector::RunScript

0x0087da20 · 475 bytes · __thiscall

_ZN9CDirector9RunScriptEPKcNS_14ScriptLevels_tEb

Decompiled

undefined (4 params)

/* CDirector::RunScript(char const*, CDirector::ScriptLevels_t, bool) */

void __thiscall CDirector::RunScript(CDirector *this,char *param_1,int param_3,char param_4)

{
  int iVar1;
  HSCRIPT__ *pHVar2;
  char cVar3;
  char *pcVar4;
  char *pcVar5;
  int in_GS_OFFSET;
  char local_420;
  char local_41f [1023];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  UTIL_LogPrintf("CDirector::RunScript, %s, level: %d\n",param_1,param_3);
  if (*(int *)(this + 0x488) == -1) {
    (**(code **)(*(int *)this + 0x48))(this);
  }
  V_strncpy(&local_420,param_1,0x3ff);
  pcVar5 = &local_420;
  cVar3 = local_420;
LAB_0087dab0:
  do {
    if (cVar3 == '\0') {
LAB_0087dab4:
      PostRunScript(this);
      if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
        __stack_chk_fail();
      }
      return;
    }
    iVar1 = (int)cVar3;
    pcVar4 = pcVar5;
    if ((0x17 < iVar1 - 9U) || ((1 << ((byte)(iVar1 - 9U) & 0x1f) & 0x80001fU) == 0)) {
      while ((iVar1 = isalnum(iVar1), iVar1 != 0 || (cVar3 == '_'))) {
        pcVar4 = pcVar4 + 1;
        cVar3 = *pcVar4;
        if (cVar3 == '\0') break;
        iVar1 = (int)cVar3;
      }
      if (pcVar5 == pcVar4) {
        DevWarning("Bad character in script list (%s)\n",param_1);
        goto LAB_0087dab4;
      }
      *pcVar4 = '\0';
      pHVar2 = *(HSCRIPT__ **)(this + param_3 * 0xc + 0x488);
      if (pHVar2 == (HSCRIPT__ *)&DAT_ffffffff) {
        pHVar2 = (HSCRIPT__ *)0x0;
      }
      VScriptServerRunScript(pcVar5,pHVar2,true);
      if (param_4 != '\0') {
        pHVar2 = *(HSCRIPT__ **)(this + param_3 * 0xc + 0x488);
        if (*(HSCRIPT__ **)(this + param_3 * 0xc + 0x488) == (HSCRIPT__ *)&DAT_ffffffff) {
          pHVar2 = (HSCRIPT__ *)0x0;
        }
        VScriptServerRunScriptForAllAddons(pcVar5,pHVar2,false);
      }
      if (cVar3 == '.') {
        cVar3 = ' ';
        DevWarning("File extension found in script list (%s)\nScript names should not contain extensions.\n"
                   ,param_1);
      }
      *pcVar4 = cVar3;
      pcVar5 = pcVar4;
      goto LAB_0087dab0;
    }
    cVar3 = pcVar5[1];
    pcVar5 = pcVar5 + 1;
  } while( true );
}

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)