L L4D2node

CDirectorJournal::ExecuteJournalCategory

0x0087e9a0 · 322 bytes · __thiscall

_ZN16CDirectorJournal22ExecuteJournalCategoryEPKc

Decompiled

undefined (2 params)

/* CDirectorJournal::ExecuteJournalCategory(char const*) */

void __thiscall CDirectorJournal::ExecuteJournalCategory(CDirectorJournal *this,char *param_1)

{
  int iVar1;
  int iVar2;
  CBaseEntity *pCVar3;
  int local_40;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  Msg("Executing Journal Category: %s\n",param_1);
  local_40 = 0;
  if (0 < *(int *)(this + 0xc)) {
    do {
      while( true ) {
        iVar2 = local_40 * 0x324;
        iVar1 = _V_stricmp((char *)(*(int *)this + iVar2 + 5),param_1);
        if (iVar1 == 0) break;
        iVar1 = *(int *)(this + 0xc);
LAB_0087e9db:
        local_40 = local_40 + 1;
        if (iVar1 <= local_40) {
          return;
        }
      }
      pCVar3 = (CBaseEntity *)0x0;
      while (pCVar3 = (CBaseEntity *)
                      CGlobalEntityList::FindEntityByName
                                ((CGlobalEntityList *)gEntList,pCVar3,
                                 (char *)(*(int *)this + iVar2 + 0x111),(CBaseEntity *)0x0,
                                 (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0),
            pCVar3 != (CBaseEntity *)0x0) {
        local_30[0] = 0;
        local_24 = 0xffffffff;
        local_20 = 0;
        (**(code **)(*(int *)pCVar3 + 0xb4))(pCVar3,*(int *)this + iVar2 + 0x21d,0,0,local_30,0);
      }
      CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>>::ShiftElementsLeft
                ((CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>> *)this,
                 local_40,1);
      iVar1 = *(int *)(this + 0xc) + -1;
      *(int *)(this + 0xc) = iVar1;
      if (local_40 == 0) goto LAB_0087e9db;
    } while (local_40 < iVar1);
  }
  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)