L L4D2node

CDirector::EndLocalScript

0x0087dc90 · 516 bytes · __thiscall

_ZN9CDirector14EndLocalScriptEv

Decompiled

undefined (1 param)

/* CDirector::EndLocalScript() */

void __thiscall CDirector::EndLocalScript(CDirector *this)

{
  int iVar1;
  int *piVar2;
  char cVar3;
  undefined4 uVar4;
  int *piVar5;
  int iVar6;
  
  piVar2 = g_pScriptVM;
  if ((*(int *)(this + 0x4a0) != -1) && (g_pScriptVM != (int *)0x0)) {
    piVar5 = *(int **)(this + 0x4a8);
    if (0 < *piVar5) {
      iVar6 = 0;
      do {
        (**(code **)(*piVar2 + 0x4c))(piVar2,*(undefined4 *)piVar5[iVar6 + 1]);
        iVar1 = iVar6 * 4;
        iVar6 = iVar6 + 1;
        **(undefined4 **)(*(int *)(this + 0x4a8) + 4 + iVar1) = 0xffffffff;
        piVar5 = *(int **)(this + 0x4a8);
      } while (iVar6 < *piVar5);
    }
    if (piVar5 != &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
                   StaticData()::staticData) {
      free(piVar5);
      *(undefined4 **)(this + 0x4a8) =
           &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
            StaticData()::staticData;
    }
    if ((*(int *)(this + 0x4a0) != 0) && (((byte)this[0x4a4] & 1) == 0)) {
      (**(code **)(*piVar2 + 0x44))(piVar2,*(int *)(this + 0x4a0));
    }
    *(undefined4 *)(this + 0x4a0) = 0xffffffff;
    piVar2 = g_pScriptVM;
    *(undefined4 *)(this + 0x4a4) = 0;
    cVar3 = (**(code **)(*piVar2 + 0x70))(piVar2,*(undefined4 *)(this + 0x494),"LocalScript");
    if (cVar3 != '\0') {
      Warning("Failed to correctly clean up local script");
      (**(code **)(*g_pScriptVM + 0xa0))(g_pScriptVM,*(undefined4 *)(this + 0x494),"LocalScript");
    }
    iVar6 = 0;
    if (*(int *)(this + 0x494) != -1) {
      iVar6 = *(int *)(this + 0x494);
    }
    uVar4 = (**(code **)(*g_pScriptVM + 0x3c))(g_pScriptVM,"LocalScript",iVar6);
    *(undefined4 *)(this + 0x4a0) = uVar4;
    piVar2 = g_pScriptVM;
    if (*(int *)(this + 0x4b8) != -1) {
      piVar5 = *(int **)(this + 0x4c0);
      if ((g_pScriptVM != (int *)0x0) && (0 < *piVar5)) {
        iVar6 = 0;
        do {
          (**(code **)(*piVar2 + 0x4c))(piVar2,*(undefined4 *)piVar5[iVar6 + 1]);
          iVar1 = iVar6 * 4;
          iVar6 = iVar6 + 1;
          **(undefined4 **)(*(int *)(this + 0x4c0) + 4 + iVar1) = 0xffffffff;
          piVar5 = *(int **)(this + 0x4c0);
        } while (iVar6 < *piVar5);
      }
      if (piVar5 != &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
                     StaticData()::staticData) {
        free(piVar5);
        *(undefined4 **)(this + 0x4c0) =
             &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
              StaticData()::staticData;
      }
      if (((*(int *)(this + 0x4b8) != 0) && (piVar2 != (int *)0x0)) &&
         (((byte)this[0x4bc] & 1) == 0)) {
        (**(code **)(*piVar2 + 0x44))(piVar2,*(int *)(this + 0x4b8));
      }
      *(undefined4 *)(this + 0x4b8) = 0xffffffff;
    }
    *(undefined4 *)(this + 0x4bc) = 0;
    PostRunScript(this);
    return;
  }
  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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