L L4D2node

CDirectorSessionManager::UpdateNewPlayers

0x008bd9d0 · 281 bytes · __thiscall

_ZN23CDirectorSessionManager16UpdateNewPlayersEv

Decompiled

undefined (1 param)

/* CDirectorSessionManager::UpdateNewPlayers() */

void __thiscall CDirectorSessionManager::UpdateNewPlayers(CDirectorSessionManager *this)

{
  DirectorNewPlayerType_t *pDVar1;
  uint uVar2;
  char cVar3;
  int iVar4;
  undefined *puVar5;
  
  if (this[0x28] == (CDirectorSessionManager)0x0) {
    if ((0 < *(int *)(director_test_loop._28_4_ + 0x30)) &&
       (cVar3 = (**(code **)(*engine + 8))(engine), cVar3 != '\0')) {
      FillRemainingSurvivorTeamSlotsWithBots();
    }
    if (*(int *)(this + 0x44) != 0) {
      if ((this[0x35] == (CDirectorSessionManager)0x0) && (1.0 < *(float *)(gpGlobals + 0xc))) {
        this[0x35] = (CDirectorSessionManager)0x1;
        CreateInfoTransitioningPlayers();
        if (*(int *)(this + 0x44) == 0) {
          return;
        }
      }
      do {
        pDVar1 = *(DirectorNewPlayerType_t **)(this + 0x38);
        uVar2 = *(uint *)pDVar1;
        if ((((uVar2 != 0xffffffff) &&
             (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc))
            && (*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) &&
           ((*(CBaseEntity **)(puVar5 + 4) != (CBaseEntity *)0x0 &&
            (iVar4 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(puVar5 + 4)), iVar4 < 1)))) {
          CDirector::JoinNewPlayer(TheDirector,pDVar1);
          cVar3 = CDirector::NoSurvivorBots(TheDirector);
          if (cVar3 == '\0') {
            FillRemainingSurvivorTeamSlotsWithBots();
          }
        }
        iVar4 = *(int *)(this + 0x44) + -1;
        if (0 < iVar4) {
          _V_memmove(*(void **)(this + 0x38),(void *)((int)*(void **)(this + 0x38) + 8),iVar4 * 8);
          iVar4 = *(int *)(this + 0x44) + -1;
        }
        *(int *)(this + 0x44) = iVar4;
      } while (iVar4 != 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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)