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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.