L L4D2node

CDirector::AuditActivePipeBombs

0x008821f0 · 325 bytes · __thiscall

_ZN9CDirector20AuditActivePipeBombsEv

Decompiled

undefined (1 param)

/* CDirector::AuditActivePipeBombs() */

void __thiscall CDirector::AuditActivePipeBombs(CDirector *this)

{
  CBaseEntity *pCVar1;
  undefined4 *puVar2;
  longdouble lVar3;
  undefined4 local_20 [4];
  
  lVar3 = (longdouble)CountdownTimer::Now();
  if (*(float *)(this + 0x470) <= (float)lVar3) {
    lVar3 = (longdouble)CountdownTimer::Now();
    if ((float)lVar3 + 1.0 != *(float *)(this + 0x470)) {
      (**(code **)(*(int *)(this + 0x468) + 4))(this + 0x468,this + 0x470);
      *(float *)(this + 0x470) = (float)lVar3 + 1.0;
    }
    if (*(float *)(this + 0x46c) != 1.0) {
      (**(code **)(*(int *)(this + 0x468) + 4))(this + 0x468,this + 0x46c);
      *(undefined4 *)(this + 0x46c) = 0x3f800000;
    }
    *(undefined4 *)(this + 0x460) = 0;
    pCVar1 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByClassname
                       ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"pipe_bomb_projectile");
    if (pCVar1 != (CBaseEntity *)0x0) {
      do {
        local_20[0] = 0xffffffff;
        puVar2 = (undefined4 *)(**(code **)(*(int *)pCVar1 + 0xc))(pCVar1);
        local_20[0] = *puVar2;
        CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::InsertBefore
                  ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
                   (this + 0x454),*(int *)(this + 0x460),(CHandle *)local_20);
        pCVar1 = (CBaseEntity *)
                 CGlobalEntityList::FindEntityByClassname
                           ((CGlobalEntityList *)gEntList,pCVar1,"pipe_bomb_projectile");
      } while (pCVar1 != (CBaseEntity *)0x0);
      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.



        

        

          

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

Return-type handling cheatsheet (DHookReturn)