L L4D2node

CDirectorScriptedEventManager::UpdateScriptedEscapeStage

0x008b7ba0 · 596 bytes · __thiscall

_ZN29CDirectorScriptedEventManager25UpdateScriptedEscapeStageEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::UpdateScriptedEscapeStage() */

void __thiscall
CDirectorScriptedEventManager::UpdateScriptedEscapeStage(CDirectorScriptedEventManager *this)

{
  float fVar1;
  char cVar2;
  int iVar3;
  CBaseEntity *pCVar4;
  longdouble lVar5;
  Vector local_34 [12];
  undefined4 local_28;
  float local_24;
  undefined4 local_20;
  
  if (*(int *)(this + 0x128) == 4) {
    StartPanicEvent(this,1,(CBasePlayer *)0x0);
  }
  if (*(int *)this == 1) {
    if (UpdateScriptedEscapeStage()::bTankWasInPlay == '\0') {
      fVar1 = *(float *)(gpGlobals + 0xc);
      iVar3 = *(int *)(TheDirector + 0x1c0);
    }
    else {
      iVar3 = *(int *)(TheDirector + 0x1c0);
      if (iVar3 < 1) {
        UpdateScriptedEscapeStage()::timeTankDied = (float)*(undefined4 *)(gpGlobals + 0xc);
        UpdateScriptedEscapeStage()::bTankWasInPlay = 0;
        return;
      }
      fVar1 = *(float *)(gpGlobals + 0xc);
    }
    UpdateScriptedEscapeStage()::bTankWasInPlay = 0 < iVar3;
    if (fVar1 - UpdateScriptedEscapeStage()::timeTankDied < 20.0) {
      return;
    }
  }
  lVar5 = (longdouble)CountdownTimer::Now();
  if (((*(float *)(this + 0x98) <= (float)lVar5) && (*(int *)(TheDirector + 0x1c0) < 1)) &&
     (iVar3 = CDirector::GetScriptValue(TheDirector,"EscapeSpawnTanks",1), iVar3 != 0)) {
    cVar2 = ZombieManager::GetRandomPZSpawnPosition(TheZombieManager,8,10,0,local_34);
    if (cVar2 != '\0') {
      lVar5 = (longdouble)RandomFloat(0,0x43b40000);
      local_24 = (float)lVar5;
      local_28 = 0;
      local_20 = 0;
      pCVar4 = (CBaseEntity *)
               ZombieManager::SpawnTank(TheZombieManager,local_34,(QAngle *)&local_28);
      if (pCVar4 != (CBaseEntity *)0x0) {
        CDirector::TryOfferingTankBot(TheDirector,pCVar4,true);
      }
    }
    fVar1 = *(float *)(DirectorFinaleStageDelay._28_4_ + 0x2c);
    lVar5 = (longdouble)CountdownTimer::Now();
    if ((float)lVar5 + fVar1 != *(float *)(this + 0x98)) {
      (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x98);
      *(float *)(this + 0x98) = (float)lVar5 + fVar1;
    }
    if (fVar1 != *(float *)(this + 0x94)) {
      (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x94);
      *(float *)(this + 0x94) = fVar1;
    }
  }
  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)