L L4D2node

CDirectorScriptedEventManager::OnFinaleGauntletStopPanic

0x008baf30 · 441 bytes · __thiscall

_ZN29CDirectorScriptedEventManager25OnFinaleGauntletStopPanicEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::OnFinaleGauntletStopPanic() */

void __thiscall
CDirectorScriptedEventManager::OnFinaleGauntletStopPanic(CDirectorScriptedEventManager *this)

{
  int iVar1;
  undefined4 uVar2;
  
  if (*(int *)this != 1) {
    return;
  }
  iVar1 = *(int *)(this + 4);
  if (iVar1 == 3) {
    ChangeFinaleStage(this,4,0);
    uVar2 = RandomInt(0,0x14);
    *(undefined4 *)(TheZombieManager + 0x210) = uVar2;
    UTIL_LogPrintf("%3.2f: ZombieManager::SetPendingMobCount: Pending mob set to %d.\n",
                   (double)*(float *)(gpGlobals + 0xc),uVar2);
LAB_008baf66:
    iVar1 = TheZombieManager;
    if (this[0x8a] == (CDirectorScriptedEventManager)0x0) {
      this[0x8b] = (CDirectorScriptedEventManager)0x0;
      *(undefined4 *)(iVar1 + 0x210) = 0;
      UTIL_LogPrintf("%3.2f: ZombieManager::SetPendingMobCount: Pending mob set to %d.\n",
                     (double)*(float *)(gpGlobals + 0xc),0);
      *(undefined4 *)(this + 0x8c) = *(undefined4 *)(TheDirector + 0x24c);
      ChangeFinaleStage(this,0xf,0);
    }
    else {
      ChangeFinaleStage(this,0x11,0);
    }
  }
  else {
    if (iVar1 < 4) {
      if (iVar1 == 0) {
        ChangeFinaleStage(this,1);
        uVar2 = CDirector::GetScriptValue(TheDirector,"PreTankMobMax",0x32);
        uVar2 = RandomInt(0,uVar2);
        *(undefined4 *)(TheZombieManager + 0x210) = uVar2;
        UTIL_LogPrintf("%3.2f: ZombieManager::SetPendingMobCount: Pending mob set to %d.\n",
                       (double)*(float *)(gpGlobals + 0xc),uVar2);
        return;
      }
    }
    else if (iVar1 - 0xdU < 2) goto LAB_008baf66;
    this[0x88] = (CDirectorScriptedEventManager)0x1;
  }
  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)