L L4D2node

CDirectorScriptedEventManager::StartPanicEvent

0x008b7780 · 948 bytes · __thiscall

_ZN29CDirectorScriptedEventManager15StartPanicEventEiP11CBasePlayer

Decompiled

undefined (3 params)

/* CDirectorScriptedEventManager::StartPanicEvent(int, CBasePlayer*) */

void __thiscall
CDirectorScriptedEventManager::StartPanicEvent
          (CDirectorScriptedEventManager *this,int param_1,CBasePlayer *param_2)

{
  CDirector *pCVar1;
  float fVar2;
  float fVar3;
  code *pcVar4;
  CDirector *pCVar5;
  char cVar6;
  int iVar7;
  int *piVar8;
  undefined4 uVar9;
  longdouble lVar10;
  
  pCVar1 = TheDirector;
  if ((0.0 < *(float *)(TheDirector + 0x43c)) &&
     (lVar10 = (longdouble)CountdownTimer::Now(), (float)lVar10 < *(float *)(pCVar1 + 0x43c))) {
    UTIL_LogPrintf("%3.2f: Director::StartPanicEvent( %d ): ERROR: It is too soon to restart a PanicEvent.\n"
                   ,(double)*(float *)(gpGlobals + 0xc),param_1);
    return;
  }
  iVar7 = param_1;
  UTIL_LogPrintf("%3.2f: Director::StartPanicEvent( %d ): Panic event started.\n",
                 (double)*(float *)(gpGlobals + 0xc),param_1);
  pCVar5 = TheDirector;
  pCVar1 = TheDirector + 0x434;
  lVar10 = (longdouble)CountdownTimer::Now();
  if ((float)lVar10 + 3.0 != *(float *)(pCVar5 + 0x43c)) {
    (**(code **)(*(int *)(pCVar5 + 0x434) + 4))(pCVar1,pCVar5 + 0x43c);
    *(float *)(pCVar5 + 0x43c) = (float)lVar10 + 3.0;
  }
  if (*(float *)(pCVar5 + 0x438) != 3.0) {
    (**(code **)(*(int *)(pCVar5 + 0x434) + 4))(pCVar1,pCVar5 + 0x438);
    *(undefined4 *)(pCVar5 + 0x438) = 0x40400000;
  }
  *(undefined4 *)(TheZombieManager + 0x210) = 0;
  UTIL_LogPrintf("%3.2f: ZombieManager::ClearPendingMobCount: All mobs cleared.\n",
                 (double)*(float *)(gpGlobals + 0xc),iVar7);
  *(undefined4 *)(this + 0x128) = 0;
  lVar10 = (longdouble)RandomFloat(0x3f800000,0x40000000);
  fVar3 = (float)lVar10;
  lVar10 = (longdouble)CountdownTimer::Now();
  if ((float)lVar10 + fVar3 == *(float *)(this + 0x134)) {
    fVar2 = *(float *)(this + 0x130);
  }
  else {
    (**(code **)(*(int *)(this + 300) + 4))(this + 300,this + 0x134);
    fVar2 = *(float *)(this + 0x130);
    *(float *)(this + 0x134) = (float)lVar10 + fVar3;
  }
  if (fVar3 != fVar2) {
    (**(code **)(*(int *)(this + 300) + 4))(this + 300,this + 0x130);
    *(float *)(this + 0x130) = fVar3;
  }
  *(undefined4 *)(this + 0x138) = 0;
  UTIL_LogPrintf("%3.2f: Director: Panic Stage = STAGE_INITIAL_DELAY\n",
                 (double)*(float *)(gpGlobals + 0xc));
  iVar7 = 1;
  if (param_1 != 0) {
    iVar7 = param_1;
  }
  *(int *)(this + 0x13c) = iVar7;
  cVar6 = IsACrecendoEvent(this);
  if (cVar6 != '\0') {
    this[0x110] = (CDirectorScriptedEventManager)0x1;
    this[0x111] = (CDirectorScriptedEventManager)0x1;
    if (param_1 == 0) {
      iVar7 = CDirector::GetMapArcValue(TheDirector);
      if (iVar7 < 2) {
        *(undefined4 *)(this + 0x13c) = 1;
        UTIL_LogPrintf("%3.2f: Director::StartPanicEvent: Staring 1 wave panic event\n",
                       (double)*(float *)(gpGlobals + 0xc));
      }
      else {
        *(undefined4 *)(this + 0x13c) = 2;
        UTIL_LogPrintf("%3.2f: Director::StartPanicEvent: Staring 2 wave panic event\n",
                       (double)*(float *)(gpGlobals + 0xc));
      }
    }
  }
  iVar7 = TheZombieManager;
  _V_memset((void *)(TheZombieManager + 0x50),0,0x18);
  pCVar1 = TheDirector;
  *(undefined4 *)(iVar7 + 0x68) = 0;
  iVar7 = CDirector::GetCommonInfectedLimit(pCVar1);
  if ((iVar7 != 0) &&
     (piVar8 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"create_panic_event",0,0), piVar8 != (int *)0x0))
  {
    pcVar4 = *(code **)(*piVar8 + 0x30);
    uVar9 = 0;
    if (param_2 != (CBasePlayer *)0x0) {
      uVar9 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
    }
    (*pcVar4)(piVar8,"userid",uVar9);
                    /* WARNING: Could not recover jumptable at 0x008b7a0c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*gameeventmanager + 0x20))();
    return;
  }
  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)