L L4D2node

CDirectorScriptedEventManager::UpdateGauntlet

0x008b6400 · 926 bytes · __thiscall

_ZN29CDirectorScriptedEventManager14UpdateGauntletEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::UpdateGauntlet() */

void __thiscall CDirectorScriptedEventManager::UpdateGauntlet(CDirectorScriptedEventManager *this)

{
  CDirector *pCVar1;
  float fVar2;
  undefined4 uVar3;
  CDirector *pCVar4;
  longdouble lVar5;
  longdouble lVar6;
  
  pCVar1 = TheDirector;
  uVar3 = DirectorPrivate_DirectorGauntletMovementThreshold._28_4_;
  if (*(int *)this == 1) {
    if (*(float *)(this + 0x9c) <= *(float *)(TheDirector + 0x24c) &&
        *(float *)(TheDirector + 0x24c) != *(float *)(this + 0x9c)) {
      *(undefined4 *)(this + 0xa0) = 0;
      fVar2 = *(float *)(pCVar1 + 0x24c);
      lVar5 = (longdouble)
              CDirector::GetScriptValue(pCVar1,"GauntletMovementThreshold",*(float *)(uVar3 + 0x2c))
      ;
      uVar3 = DirectorPrivate_DirectorGauntletMovementTimerLength._28_4_;
      *(float *)(this + 0x9c) = (float)lVar5 + fVar2;
      lVar5 = (longdouble)
              CDirector::GetScriptValue
                        (TheDirector,"GauntletMovementTimerLength",*(float *)(uVar3 + 0x2c));
      fVar2 = (float)lVar5;
      lVar5 = (longdouble)CountdownTimer::Now();
      if ((float)lVar5 + fVar2 != *(float *)(this + 0xac)) {
        (**(code **)(*(int *)(this + 0xa4) + 4))(this + 0xa4,this + 0xac);
        *(float *)(this + 0xac) = (float)lVar5 + fVar2;
      }
      if (fVar2 != *(float *)(this + 0xa8)) {
        (**(code **)(*(int *)(this + 0xa4) + 4))(this + 0xa4,this + 0xa8);
        *(float *)(this + 0xa8) = fVar2;
      }
      if (*(float *)(this + 0xb8) != -1.0) {
        (**(code **)(*(int *)(this + 0xb0) + 4))(this + 0xb0,this + 0xb8);
        *(undefined4 *)(this + 0xb8) = 0xbf800000;
      }
      pCVar4 = TheDirector;
      pCVar1 = TheDirector + 0x294;
      lVar5 = (longdouble)CountdownTimer::Now();
      if ((float)lVar5 + 1.0 != *(float *)(pCVar4 + 0x29c)) {
        (**(code **)(*(int *)(pCVar4 + 0x294) + 4))(pCVar1,pCVar4 + 0x29c);
        *(float *)(pCVar4 + 0x29c) = (float)lVar5 + 1.0;
      }
      if (*(float *)(pCVar4 + 0x298) != 1.0) {
        (**(code **)(*(int *)(pCVar4 + 0x294) + 4))(pCVar1,pCVar4 + 0x298);
        *(undefined4 *)(pCVar4 + 0x298) = 0x3f800000;
      }
    }
    lVar5 = (longdouble)CountdownTimer::Now();
    if (*(float *)(this + 0xac) <= (float)lVar5) {
      lVar5 = (longdouble)
              CDirector::GetScriptValue
                        (TheDirector,"GauntletMovementTimerLength",
                         *(float *)(DirectorPrivate_DirectorGauntletMovementTimerLength._28_4_ +
                                   0x2c));
      fVar2 = (float)lVar5;
      lVar5 = (longdouble)CountdownTimer::Now();
      if ((float)lVar5 + fVar2 != *(float *)(this + 0xac)) {
        (**(code **)(*(int *)(this + 0xa4) + 4))(this + 0xa4,this + 0xac);
        *(float *)(this + 0xac) = (float)lVar5 + fVar2;
      }
      if (fVar2 != *(float *)(this + 0xa8)) {
        (**(code **)(*(int *)(this + 0xa4) + 4))(this + 0xa4,this + 0xa8);
        *(float *)(this + 0xa8) = fVar2;
      }
      lVar5 = (longdouble)
              CDirector::GetScriptValue
                        (TheDirector,"GauntletMovementBonus",
                         *(float *)(DirectorPrivate_DirectorGauntletMovementBonus._28_4_ + 0x2c));
      uVar3 = DirectorPrivate_DirectorGauntletMovementBonusMax._28_4_;
      fVar2 = *(float *)(this + 0xa0);
      *(float *)(this + 0xa0) = (float)lVar5 + fVar2;
      lVar6 = (longdouble)
              CDirector::GetScriptValue
                        (TheDirector,"GauntletMovementBonusMax",*(float *)(uVar3 + 0x2c));
      if ((float)lVar6 < (float)lVar5 + fVar2) {
        lVar5 = (longdouble)
                CDirector::GetScriptValue
                          (TheDirector,"GauntletMovementBonusMax",
                           *(float *)(DirectorPrivate_DirectorGauntletMovementBonusMax._28_4_ + 0x2c
                                     ));
        *(float *)(this + 0xa0) = (float)lVar5;
      }
    }
  }
  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.



        

        

          

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