L L4D2node

CDirector::OnEndScenario

0x00883500 · 3068 bytes · __thiscall

_ZN9CDirector13OnEndScenarioEP26EndScenarioGameEventInfo_t

Decompiled

undefined (2 params)

/* CDirector::OnEndScenario(EndScenarioGameEventInfo_t*) */

void __thiscall CDirector::OnEndScenario(CDirector *this,EndScenarioGameEventInfo_t *param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  float local_64;
  int local_60 [4];
  undefined4 local_50;
  char *local_4c;
  undefined1 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  int local_30 [8];
  
  cVar1 = CDirectorChallengeMode::OnEndScenarioNonVirtual
                    (*(EndScenarioGameEventInfo_t **)(this + 0x648));
  if (cVar1 != '\0') {
    return;
  }
  cVar1 = CDirectorSurvivalMode::OnEndScenarioNonVirtual
                    (*(CDirectorSurvivalMode **)(this + 0x640),param_1);
  if (cVar1 != '\0') {
    return;
  }
  switch(*(undefined4 *)param_1) {
  case 0:
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + 1.0 != *(float *)(this + 0x270)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + 1.0;
    }
    if (*(float *)(this + 0x26c) != 1.0) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(undefined4 *)(this + 0x26c) = 0x3f800000;
    }
    *(char **)(param_1 + 8) = "#L4D_Scenario_Restart";
    ForEachTerrorPlayer<MissionAborted>((MissionAborted *)&local_40);
    cVar1 = GameModeHasRounds();
    if (cVar1 != '\0') {
      if (this[0x4e5] == (CDirector)0x0) {
        this[0x4e5] = (CDirector)0x1;
        this[0x4e6] = (CDirector)0x0;
      }
      else {
        this[0x4e5] = (CDirector)0x0;
      }
    }
    break;
  case 1:
    local_40 = 0xff000000;
    UTIL_ScreenFadeAll((color32_s *)&local_40,7.0,0.0,0x1a);
    goto LAB_00883873;
  case 3:
    *(undefined4 *)(param_1 + 4) = 2;
    *(char **)(param_1 + 8) = "#L4D_Scenario_Finale_Won";
    break;
  case 4:
LAB_00883873:
    if (**(int **)(this + 0x638) != 5) {
      if (((cameraFinaleWinStr == 0) ||
          (iVar3 = cameraFinaleWinStr, DAT_0100028c != CGameString::gm_iSerialNumber)) &&
         (iVar3 = 0, DAT_01000288 != 0)) {
        AllocPooledString((char *)local_60);
        cameraFinaleWinStr = local_60[0];
        DAT_0100028c = CGameString::gm_iSerialNumber;
        iVar3 = local_60[0];
      }
      piVar2 = (int *)CGlobalEntityList::FindEntityByNameFast((CGlobalEntityList *)gEntList,0,iVar3)
      ;
      if (piVar2 == (int *)0x0) {
        if ((cameraFinaleStr == 0) ||
           (iVar3 = cameraFinaleStr, DAT_0100027c != CGameString::gm_iSerialNumber)) {
          if (DAT_01000278 == 0) {
            iVar3 = 0;
          }
          else {
            AllocPooledString((char *)local_60);
            cameraFinaleStr = local_60[0];
            DAT_0100027c = CGameString::gm_iSerialNumber;
            iVar3 = local_60[0];
          }
        }
        piVar2 = (int *)CGlobalEntityList::FindEntityByNameFast
                                  ((CGlobalEntityList *)gEntList,0,iVar3);
        if (piVar2 != (int *)0x0) goto LAB_008838ee;
      }
      else {
LAB_008838ee:
        local_40 = 0;
        local_34 = 0xffffffff;
        local_30[0] = 0;
        (**(code **)(*piVar2 + 0xb4))(piVar2,"Enable",0,0,(MissionLost *)&local_40,0);
      }
      ForEachTerrorPlayer<FinaleLossSetup>((FinaleLossSetup *)&local_50);
      piVar2 = (int *)CGlobalEntityList::FindEntityByClassname
                                ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"trigger_finale");
      if ((piVar2 != (int *)0x0) ||
         (piVar2 = (int *)CGlobalEntityList::FindEntityByClassname
                                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,
                                     "finale_trigger"), piVar2 != (int *)0x0)) {
        local_40 = 0;
        local_34 = 0xffffffff;
        local_30[0] = 0;
        (**(code **)(*piVar2 + 0xb4))(piVar2,"FinaleLost",0,0,(MissionLost *)&local_40,0);
      }
    }
    *(undefined4 *)(param_1 + 4) = 3;
    *(char **)(param_1 + 8) = "#L4D_Scenario_Survivors_Dead";
    if (*(float *)(this + 0x3ac) <= 0.0) {
      fVar5 = 99999.9;
    }
    else {
      lVar4 = (longdouble)IntervalTimer::Now();
      fVar5 = (float)lVar4 - *(float *)(this + 0x3ac);
    }
    *(float *)(this + 0x3b0) = fVar5 + *(float *)(this + 0x3b0);
    lVar4 = (longdouble)IntervalTimer::Now();
    if ((float)lVar4 != *(float *)(this + 0x3ac)) {
      (**(code **)(*(int *)(this + 0x3a8) + 4))(this + 0x3a8,this + 0x3ac);
      *(float *)(this + 0x3ac) = (float)lVar4;
    }
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + 7.0 != *(float *)(this + 0x270)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + 7.0;
    }
    if (*(float *)(this + 0x26c) != 7.0) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(undefined4 *)(this + 0x26c) = 0x40e00000;
    }
    iVar3 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"mission_lost",0,0);
    if (iVar3 != 0) {
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar3,0);
    }
    ForEachTerrorPlayer<MissionLost>((MissionLost *)&local_40);
    *(int *)(this + 0x440) = *(int *)(this + 0x440) + 1;
    break;
  case 5:
    cVar1 = CTerrorGameRules::IsMissionFinalMap();
    if ((cVar1 == '\0') || (this[0x4e5] == (CDirector)0x0)) {
      local_64 = *(float *)(versus_round_restarttimer._28_4_ + 0x2c);
    }
    else {
      local_64 = *(float *)(versus_round_restarttimer_finale._28_4_ + 0x2c);
    }
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + local_64 != *(float *)(this + 0x270)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + local_64;
    }
    if (local_64 != *(float *)(this + 0x26c)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(float *)(this + 0x26c) = local_64;
    }
    goto LAB_00883660;
  case 6:
    iVar3 = CTerrorGameRules::GetMissionNextMap((KeyValues **)0x0);
    if (iVar3 == 0) {
      StartRematchVote(this);
      return;
    }
    this[0x4e6] = (CDirector)0x1;
  case 0xb:
    ForEachTerrorPlayer<PrepareVersusPreChangelevel>((PrepareVersusPreChangelevel *)&local_40);
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + 4.0 != *(float *)(this + 0x270)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + 4.0;
    }
    if (*(float *)(this + 0x26c) != 4.0) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(undefined4 *)(this + 0x26c) = 0x40800000;
    }
    break;
  case 7:
    cVar1 = IsFirstMapInScenario();
    if (cVar1 == '\0') {
      ForEachTerrorPlayer<PrepareVersusPreChangelevel>((PrepareVersusPreChangelevel *)&local_40);
    }
    fVar5 = *(float *)(versus_level_restart_delay._28_4_ + 0x2c);
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + fVar5 != *(float *)(this + 0x270)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + fVar5;
    }
    if (fVar5 != *(float *)(this + 0x26c)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(float *)(this + 0x26c) = fVar5;
    }
    break;
  case 8:
  case 0xd:
    local_30[0] = 0;
    local_30[1] = 0;
    local_30[2] = 0;
    local_30[3] = 0;
    local_30[4] = 0;
    local_40 = 0xffffffff;
    local_3c = 2;
    local_38 = 3;
    local_34 = 9;
                    /* try { // try from 00883ced to 00883d4f has its CatchHandler @ 00884151 */
    ForEachPlayer<PlayerCollector>((PlayerCollector *)&local_40);
    if (0 < local_30[3]) {
      iVar3 = 0;
      do {
        CBaseEntity::AddFlag(*(CBaseEntity **)(local_30[0] + iVar3 * 4),0x20);
        iVar3 = iVar3 + 1;
      } while (iVar3 < local_30[3]);
    }
    local_50 = 0xffffffff;
    local_4c = "vs_shutting_down";
    local_48 = 1;
    local_44 = 0;
    ForEachTerrorPlayer<CShowViewportPanel>((CShowViewportPanel *)&local_50);
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + 3.0 != *(float *)(this + 0x270)) {
                    /* try { // try from 00883f71 to 00883f73 has its CatchHandler @ 00884151 */
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + 3.0;
    }
    if (*(float *)(this + 0x26c) != 3.0) {
                    /* try { // try from 00883eb9 to 00883ebb has its CatchHandler @ 00884151 */
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(undefined4 *)(this + 0x26c) = 0x40400000;
    }
    local_30[3] = 0;
    CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
    local_30[4] = local_30[0];
    CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
    break;
  case 9:
    fVar5 = *(float *)(scavenge_round_restart_delay._28_4_ + 0x2c);
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + fVar5 != *(float *)(this + 0x270)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + fVar5;
    }
    if (fVar5 != *(float *)(this + 0x26c)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(float *)(this + 0x26c) = fVar5;
    }
    goto LAB_00883660;
  case 10:
    fVar5 = *(float *)(scavenge_round_restart_delay_tied._28_4_ + 0x2c);
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + fVar5 != *(float *)(this + 0x270)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + fVar5;
    }
    if (fVar5 != *(float *)(this + 0x26c)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(float *)(this + 0x26c) = fVar5;
    }
    goto LAB_00883660;
  case 0xc:
    fVar5 = *(float *)(scavenge_match_finished_delay._28_4_ + 0x2c);
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + fVar5 != *(float *)(this + 0x270)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + fVar5;
    }
    if (fVar5 != *(float *)(this + 0x26c)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(float *)(this + 0x26c) = fVar5;
    }
LAB_00883660:
    *(char **)(param_1 + 8) = "#L4D_Scenario_Restart";
    break;
  case 0x11:
    local_40 = 0xff000000;
    UTIL_ScreenFadeAll((color32_s *)&local_40,4.0,0.0,0x1a);
    if (*(float *)(this + 0x270) != -1.0) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(undefined4 *)(this + 0x270) = 0xbf800000;
    }
    if (*(float *)(this + 0x27c) <= 0.0) {
      lVar4 = (longdouble)CountdownTimer::Now();
      if ((float)lVar4 + 4.0 != *(float *)(this + 0x27c)) {
        (**(code **)(*(int *)(this + 0x274) + 4))(this + 0x274,this + 0x27c);
        *(float *)(this + 0x27c) = (float)lVar4 + 4.0;
      }
      if (*(float *)(this + 0x278) != 4.0) {
        (**(code **)(*(int *)(this + 0x274) + 4))(this + 0x274,this + 0x278);
        *(undefined4 *)(this + 0x278) = 0x40800000;
      }
    }
    break;
  case 0x12:
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + 1.0 != *(float *)(this + 0x270)) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
      *(float *)(this + 0x270) = (float)lVar4 + 1.0;
    }
    if (*(float *)(this + 0x26c) != 1.0) {
      (**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x26c);
      *(undefined4 *)(this + 0x26c) = 0x3f800000;
    }
    *(char **)(param_1 + 8) = "#L4D_Scenario_Restart";
    ForEachTerrorPlayer<MissionAborted>((MissionAborted *)&local_40);
  }
  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)