CDirectorSessionManager::KickIdleSpectators
0x008bdaf0 · 233 bytes · __cdecl
_ZN23CDirectorSessionManager18KickIdleSpectatorsEv
Decompiled
undefined (0 params)
/* CDirectorSessionManager::KickIdleSpectators() */
void CDirectorSessionManager::KickIdleSpectators(void)
{
char cVar1;
int *piVar2;
KeyValues *this;
char *pcVar3;
char *pcVar4;
int iVar5;
IsAllIdleSpectatingPlayer local_e;
KickAllPlayers local_d;
cVar1 = CDirector::IsAllBotGame();
if ((cVar1 == '\0') && (CDirector::m_isTransitioning == '\0')) {
local_e = (IsAllIdleSpectatingPlayer)0x1;
ForEachTerrorPlayer<IsAllIdleSpectatingPlayer>(&local_e);
if (local_e != (IsAllIdleSpectatingPlayer)0x0) {
cVar1 = (**(code **)(*engine + 8))(engine);
if (cVar1 == '\0') {
if (g_pMatchFramework == (int *)0x0) {
return;
}
piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x24))(g_pMatchFramework);
if (piVar2 == (int *)0x0) {
return;
}
this = (KeyValues *)(**(code **)(*piVar2 + 4))(piVar2);
pcVar3 = (char *)KeyValues::GetString(this,"System/network","");
pcVar4 = (char *)KeyValues::GetString(this,"System/access","");
iVar5 = _V_stricmp(pcVar3,"LIVE");
if (iVar5 != 0) {
return;
}
iVar5 = _V_stricmp(pcVar4,"public");
if (iVar5 != 0) {
return;
}
}
ForEachTerrorPlayer<KickAllPlayers>(&local_d);
}
}
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.