L L4D2node

CDirector::OnFinaleEscapeForceSurvivorPositions

0x0088aa30 · 285 bytes · __thiscall

_ZN9CDirector36OnFinaleEscapeForceSurvivorPositionsERK10CUtlVectorIP13CTerrorPlayer10CUtlMemoryIS2_iEE

Decompiled

undefined (2 params)

/* CDirector::OnFinaleEscapeForceSurvivorPositions(CUtlVector<CTerrorPlayer*,
   CUtlMemory<CTerrorPlayer*, int> > const&) */

void __thiscall CDirector::OnFinaleEscapeForceSurvivorPositions(CDirector *this,CUtlVector *param_1)

{
  int *piVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  char *pcVar6;
  ClearDSP local_1d [13];
  
  CDirectorChallengeMode::OnFinaleEscapeForceSurvivorPositions(*(CUtlVector **)(this + 0x648));
  ForEachSurvivor<ClearDSP>(local_1d);
  *(undefined4 *)(this + 0x164) = 2;
  piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                            (gameeventmanager,"finale_vehicle_leaving",0,0);
  if (piVar3 != (int *)0x0) {
    iVar5 = 0;
    if (0 < *(int *)(param_1 + 0xc)) {
      do {
        pcVar6 = "(INCAP)";
        piVar1 = *(int **)(*(int *)param_1 + iVar5 * 4);
        cVar2 = (**(code **)(*piVar1 + 0x7e8))(piVar1);
        if (cVar2 == '\0') {
          pcVar6 = "";
        }
        piVar1 = *(int **)(*(int *)param_1 + iVar5 * 4);
        iVar5 = iVar5 + 1;
        uVar4 = (**(code **)(*piVar1 + 0x5ac))(piVar1);
        Msg("ESCAPED: %s %s\n",uVar4,pcVar6);
      } while (iVar5 < *(int *)(param_1 + 0xc));
    }
    (**(code **)(*piVar3 + 0x30))(piVar3,"survivorcount",iVar5);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
  }
  CTerrorGameRules::OnFinaleEscape(g_pGameRules,param_1);
  OnForceSurvivorPositions(this,param_1);
  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)