L L4D2node

CDirectorScriptedEventManager::UpdateScriptedResultsStage

0x008b5e20 · 211 bytes · __thiscall

_ZN29CDirectorScriptedEventManager26UpdateScriptedResultsStageEi

Decompiled

undefined (2 params)

/* CDirectorScriptedEventManager::UpdateScriptedResultsStage(int) */

bool __thiscall
CDirectorScriptedEventManager::UpdateScriptedResultsStage
          (CDirectorScriptedEventManager *this,int param_1)

{
  bool bVar1;
  longdouble extraout_ST0;
  longdouble lVar2;
  float fVar3;
  
  if (*(float *)(this + 0x98) <= 0.0) {
    fVar3 = (float)param_1;
    lVar2 = (longdouble)CountdownTimer::Now();
    if ((float)lVar2 + fVar3 != *(float *)(this + 0x98)) {
      (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x98);
      *(float *)(this + 0x98) = (float)lVar2 + fVar3;
    }
    bVar1 = true;
    if (fVar3 != *(float *)(this + 0x94)) {
      (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x94);
      bVar1 = true;
      *(float *)(this + 0x94) = fVar3;
    }
  }
  else {
    CountdownTimer::Now();
    bVar1 = (float)extraout_ST0 < *(float *)(this + 0x98);
  }
  return bVar1;
}

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)