L L4D2node

CDirectorSessionManager::Reset

0x008bd670 · 439 bytes · __thiscall

_ZN23CDirectorSessionManager5ResetEv

Decompiled

undefined (1 param)

/* CDirectorSessionManager::Reset() */

void __thiscall CDirectorSessionManager::Reset(CDirectorSessionManager *this)

{
  undefined4 uVar1;
  char cVar2;
  char *pcVar3;
  char *pcVar4;
  
  this[0x34] = (CDirectorSessionManager)0x1;
  if (*(float *)(this + 0x24) != -1.0) {
    (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x24);
    *(undefined4 *)(this + 0x24) = 0xbf800000;
  }
  if ((((*(int *)(DirectorMinStartPlayers._28_4_ + 0x30) < 1) ||
       (cVar2 = CDirector::IsBackgroundMap(), cVar2 != '\0')) ||
      ((cVar2 = CDirector::IsMissionStartMap(TheDirector), cVar2 == '\0' &&
       ((cVar2 = CDirector::IsTransitioned(TheDirector), cVar2 != '\0' &&
        (cVar2 = CTerrorGameRules::IsScavengeMode(), cVar2 == '\0')))))) ||
     (*(int *)(this + 0x10) != 0)) {
    this[0x28] = (CDirectorSessionManager)0x0;
    pcVar3 = "is NOT frozen";
  }
  else {
    this[0x28] = (CDirectorSessionManager)0x1;
    pcVar3 = "is frozen";
  }
  DevMsg("[INTROS] Team %s\n",pcVar3);
  if (this[0x28] == (CDirectorSessionManager)0x0) {
    pcVar4 = *(char **)(DirectorMinStartPlayers._28_4_ + 0x30);
    if ((int)pcVar4 < 1) {
      DevMsg("[INTROS] Min start players is %d\n",pcVar4);
      pcVar3 = pcVar4;
    }
    if (*(int *)(this + 0x10) != 0) {
      DevMsg("[INTROS] Players already connected, we\'re restarting on the same map\n",pcVar3);
    }
    cVar2 = CDirector::IsBackgroundMap();
    if (cVar2 != '\0') {
      DevMsg("[INTROS] It\'s the background map\n",pcVar3);
    }
    cVar2 = CDirector::IsTransitioned(TheDirector);
    if ((cVar2 != '\0') && (cVar2 = CDirector::IsMissionStartMap(TheDirector), cVar2 == '\0')) {
      DevMsg("[INTROS] We\'ve transitioned and this isn\'t the mission start map\n");
    }
  }
  uVar1 = DirectorReadyDuration._28_4_;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  if (*(float *)(uVar1 + 0x2c) <= 0.0) {
    this[0x18] = (CDirectorSessionManager)((byte)this[0x28] ^ 1);
    return;
  }
  this[0x18] = (CDirectorSessionManager)0x0;
  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)