L L4D2node

CDirectorSessionManager::UpdateDisconnectedPlayers

0x008be000 · 300 bytes · __thiscall

_ZN23CDirectorSessionManager25UpdateDisconnectedPlayersEv

Decompiled

undefined (1 param)

/* CDirectorSessionManager::UpdateDisconnectedPlayers() */

void __thiscall CDirectorSessionManager::UpdateDisconnectedPlayers(CDirectorSessionManager *this)

{
  char cVar1;
  int iVar2;
  uint uVar3;
  int iVar4;
  NextBotDestroyer local_44 [4];
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  int local_24;
  undefined4 local_20;
  
  if ((this[0x36] != (CDirectorSessionManager)0x0) && (TheDirector[0x28c] == (CDirector)0x0)) {
    this[0x36] = (CDirectorSessionManager)0x0;
    cVar1 = CDirector::IsAllBotGame();
    if (cVar1 == '\0') {
      local_30 = 0;
      local_2c = 0;
      local_28 = 0;
      local_24 = 0;
      local_20 = 0;
      local_40 = 0xffffffff;
      local_3c = 7;
      local_38 = 1;
      local_34 = 9;
                    /* try { // try from 008be085 to 008be134 has its CatchHandler @ 008be137 */
      ForEachTerrorPlayer<PlayerCollector>((PlayerCollector *)&local_40);
      if (local_24 == 0) {
        NextBotDestroyer::NextBotDestroyer(local_44,-1);
        iVar2 = TheNextBots();
        uVar3 = (uint)*(ushort *)(iVar2 + 0x10);
        if (uVar3 != 0xffff) {
          iVar4 = *(int *)(iVar2 + 4);
          do {
            cVar1 = NextBotDestroyer::operator()(local_44,*(INextBot **)(iVar4 + uVar3 * 8));
            if (cVar1 == '\0') break;
            iVar4 = *(int *)(iVar2 + 4);
            uVar3 = (uint)*(ushort *)(iVar4 + 6 + uVar3 * 8);
          } while (uVar3 != 0xffff);
        }
        cVar1 = (**(code **)(*engine + 8))(engine);
        if (cVar1 != '\0') {
          CDirector::FullRestart(TheDirector);
        }
      }
      local_24 = 0;
      CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_30);
      local_20 = local_30;
      CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_30);
      return;
    }
  }
  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)