L L4D2node

CDirectorSessionManager::UpdateTeamReadiness

0x008bd1f0 · 884 bytes · __thiscall

_ZN23CDirectorSessionManager19UpdateTeamReadinessEv

Decompiled

undefined (1 param)

/* CDirectorSessionManager::UpdateTeamReadiness() */

void __thiscall CDirectorSessionManager::UpdateTeamReadiness(CDirectorSessionManager *this)

{
  float fVar1;
  char cVar2;
  int iVar3;
  longdouble lVar4;
  int local_24;
  int local_20 [4];
  
  cVar2 = CDirector::IsPlayingIntro(TheDirector);
  if (cVar2 != '\0') {
    return;
  }
  cVar2 = CDirectorScavengeMode::ShouldUpdateTeamReadiness
                    (*(CDirectorScavengeMode **)(TheDirector + 0x644));
  if (cVar2 == '\0') {
    return;
  }
  if (this[0x18] != (CDirectorSessionManager)0x0) {
    return;
  }
  if ((*(float *)(this + 0x24) <= 0.0) || (this[0x28] != (CDirectorSessionManager)0x0)) {
    cVar2 = CDirector::IsAllBotGame();
    if (cVar2 == '\0') {
      iVar3 = UTIL_HumansOnTeam(2,false);
      if ((iVar3 == 0) && (iVar3 = UTIL_HumansOnTeam(3,false), iVar3 == 0)) {
        return;
      }
      iVar3 = CDirector::GetActivePlayerCount(TheDirector,2,1);
      if (iVar3 != 4) {
        fVar1 = *(float *)(DirectorReadyDuration._28_4_ + 0x2c);
        lVar4 = (longdouble)CountdownTimer::Now();
        if ((float)lVar4 + fVar1 != *(float *)(this + 0x24)) {
          (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x24);
          *(float *)(this + 0x24) = (float)lVar4 + fVar1;
        }
        if (fVar1 == *(float *)(this + 0x20)) {
          return;
        }
        (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x20);
        *(float *)(this + 0x20) = fVar1;
        return;
      }
      lVar4 = (longdouble)CountdownTimer::Now();
      if ((float)lVar4 != *(float *)(this + 0x24)) {
        (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x24);
        *(float *)(this + 0x24) = (float)lVar4;
      }
      if (*(float *)(this + 0x20) == 0.0) {
        return;
      }
      iVar3 = *(int *)(this + 0x1c);
      goto LAB_008bd319;
    }
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 != *(float *)(this + 0x24)) {
      (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x24);
      *(float *)(this + 0x24) = (float)lVar4;
    }
    fVar1 = *(float *)(this + 0x20);
  }
  else {
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((((*(float *)(this + 0x24) <= (float)lVar4) || (*(int *)(nav_edit._28_4_ + 0x30) != 0)) ||
        (*(int *)(DirectorReadyDuration._28_4_ + 0x30) == 0)) ||
       (cVar2 = CDirector::IsMissionStartMap(TheDirector), cVar2 != '\0')) {
      this[0x18] = (CDirectorSessionManager)0x1;
      (**(code **)(*(int *)TheDirector + 0x54))(TheDirector);
      return;
    }
    TransitionedPlayerCount(&local_24,local_20,2);
    if (local_24 < local_20[0]) {
      return;
    }
    cVar2 = CTerrorGameRules::HasPlayerControlledZombies();
    if (cVar2 != '\0') {
      TransitionedPlayerCount(&local_24,local_20,3);
      if (local_24 < 1) {
        return;
      }
      if (local_24 < local_20[0]) {
        return;
      }
    }
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 != *(float *)(this + 0x24)) {
      (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x24);
      *(float *)(this + 0x24) = (float)lVar4;
    }
    fVar1 = *(float *)(this + 0x20);
  }
  if (fVar1 == 0.0) {
    return;
  }
  iVar3 = *(int *)(this + 0x1c);
LAB_008bd319:
  (**(code **)(iVar3 + 4))(this + 0x1c,this + 0x20);
  *(undefined4 *)(this + 0x20) = 0;
  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.



        

        

          

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