L L4D2node

CDirectorChallengeMode::IsTransitionAllowed

0x0089a530 · 238 bytes · __thiscall

_ZNK22CDirectorChallengeMode19IsTransitionAllowedEv

Decompiled

undefined (1 param)

/* CDirectorChallengeMode::IsTransitionAllowed() const */

undefined4 __thiscall CDirectorChallengeMode::IsTransitionAllowed(CDirectorChallengeMode *this)

{
  char cVar1;
  CTerrorPlayer *this_00;
  int *piVar2;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  
  if ((this[1] == (CDirectorChallengeMode)0x0) ||
     ((cVar1 = VIPTarget(), cVar1 == '\0' &&
      ((this[1] == (CDirectorChallengeMode)0x0 || (cVar1 = HealingGnome(), cVar1 == '\0')))))) {
    uVar5 = 1;
  }
  else {
    iVar4 = 1;
    do {
      this_00 = (CTerrorPlayer *)UTIL_PlayerByIndex(iVar4);
      if ((((this_00 != (CTerrorPlayer *)0x0) &&
           (uVar5 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), (char)uVar5 != '\0')) &&
          (piVar2 = (int *)CTerrorPlayer::GetActiveTerrorWeapon(this_00), piVar2 != (int *)0x0)) &&
         (iVar3 = (**(code **)(*piVar2 + 0x638))(piVar2), iVar3 == 0x1b)) {
        return uVar5;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != 0x21);
    uVar5 = 0;
    iVar4 = (**(code **)(*gameeventmanager + 0x1c))
                      (gameeventmanager,"explain_need_gnome_to_continue",0,0);
    if (iVar4 != 0) {
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar4,0);
      return 0;
    }
  }
  return uVar5;
}

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)