L L4D2node

CDirectorScriptedEventManager::UpdateClearNWaitStage

0x008b94a0 · 408 bytes · __thiscall

_ZN29CDirectorScriptedEventManager21UpdateClearNWaitStageEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::UpdateClearNWaitStage() */

void __thiscall
CDirectorScriptedEventManager::UpdateClearNWaitStage(CDirectorScriptedEventManager *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  undefined4 local_28;
  undefined1 local_24;
  int local_20;
  
  iVar3 = CDirectorTacticalServices::GetCommonInfectedCount
                    (*(CDirectorTacticalServices **)(TheDirector + 0x628),0);
  local_28 = 3;
  local_24 = 1;
  local_20 = 0;
  ForEachPlayer<LivePlayerCounter>((LivePlayerCounter *)&local_28);
  iVar2 = local_20;
  if (((*(float *)(this + 0xcc) <= 0.0) || (iVar3 != *(int *)(this + 0xd0))) ||
     (local_20 != *(int *)(this + 0xe0))) {
    Msg("SCRIPTED_MODE: Old Clearout Stage Timer reset to %d seconds.\n",
        *(undefined4 *)(this + 0xec));
    fVar5 = (float)*(int *)(this + 0xec);
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + fVar5 != *(float *)(this + 0xcc)) {
      (**(code **)(*(int *)(this + 0xc4) + 4))(this + 0xc4,this + 0xcc);
      *(float *)(this + 0xcc) = (float)lVar4 + fVar5;
    }
    if (fVar5 != *(float *)(this + 200)) {
      (**(code **)(*(int *)(this + 0xc4) + 4))(this + 0xc4,this + 200);
      *(float *)(this + 200) = fVar5;
    }
  }
  iVar1 = TheDirector;
  *(int *)(this + 0xd0) = iVar3;
  *(int *)(this + 0xe0) = iVar2;
  if ((*(int *)(iVar1 + 0x1c0) == 0 && *(int *)(iVar1 + 0x1bc) == 0) &&
     (((iVar3 <= *(int *)(DirectorPrivate_DirectorFinaleClearCount._28_4_ + 0x30) && (iVar2 == 0))
      || ((lVar4 = (longdouble)CountdownTimer::Now(), *(float *)(this + 0xcc) <= (float)lVar4 &&
          ((iVar3 < 0xb && (iVar2 < 2)))))))) {
    IncrementCustomFinaleStage(this);
  }
  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)