L L4D2node

CDirectorSessionManager::UpdatePlaytestSetup

0x008be150 · 585 bytes · __thiscall

_ZN23CDirectorSessionManager19UpdatePlaytestSetupEv

Decompiled

undefined (1 param)

/* CDirectorSessionManager::UpdatePlaytestSetup() */

CDirectorSessionManager __thiscall
CDirectorSessionManager::UpdatePlaytestSetup(CDirectorSessionManager *this)

{
  CDirectorSessionManager CVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  float fVar6;
  int local_54;
  int local_50;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  int local_30 [8];
  
  CVar1 = this[0x28];
  if (this[0x28] == (CDirectorSessionManager)0x0) {
    return CVar1;
  }
  fVar6 = *(float *)(this + 0x2c);
  if (fVar6 != 0.0) {
    if (fVar6 < *(float *)(gpGlobals + 0xc) || fVar6 == *(float *)(gpGlobals + 0xc)) {
      this[0x28] = (CDirectorSessionManager)0x0;
      *(undefined4 *)(this + 0x2c) = 0;
      return CVar1;
    }
    return (CDirectorSessionManager)0x0;
  }
  local_30[0] = 0;
  local_30[1] = 0;
  local_30[2] = 0;
  local_30[3] = 0;
  local_54 = *(int *)(DirectorMinStartPlayers._28_4_ + 0x30);
  local_30[4] = 0;
  local_40 = 0xffffffff;
  local_3c = 7;
  local_38 = 3;
  local_34 = 9;
                    /* try { // try from 008be1e4 to 008be393 has its CatchHandler @ 008be3a2 */
  ForEachPlayer<PlayerCollector>((PlayerCollector *)&local_40);
  if (local_30[3] < 1) {
    local_50 = 0;
LAB_008be36f:
    fVar6 = *(float *)(this + 0x30);
    if (fVar6 != 0.0) goto LAB_008be26e;
LAB_008be27d:
    if (local_50 < local_54) goto LAB_008be2d0;
    DevMsg("[INTROS] %d fully connected players matches %d exptected players. Unfreezing team.\n",
           local_50,local_54);
  }
  else {
    iVar5 = 0;
    local_50 = 0;
    do {
      while( true ) {
        iVar3 = (**(code **)(*engine + 0x40))
                          (engine,*(undefined4 *)(*(int *)(local_30[0] + iVar5 * 4) + 0x30));
        if (0 < *(int *)(this + 0x10)) break;
LAB_008be240:
        iVar5 = iVar5 + 1;
        if (local_30[3] <= iVar5) goto LAB_008be248;
      }
      if (iVar3 != **(int **)(this + 4)) {
        iVar4 = 0;
        do {
          iVar4 = iVar4 + 1;
          if (iVar4 == *(int *)(this + 0x10)) goto LAB_008be240;
        } while (iVar3 != (*(int **)(this + 4))[iVar4]);
        if (iVar4 == -1) goto LAB_008be240;
      }
      local_50 = local_50 + 1;
      iVar5 = iVar5 + 1;
    } while (iVar5 < local_30[3]);
LAB_008be248:
    if (local_50 == 0) goto LAB_008be36f;
    fVar6 = *(float *)(this + 0x30);
    if (fVar6 == 0.0) {
      *(float *)(this + 0x30) =
           *(float *)(DirectorUnfreezeTime._28_4_ + 0x2c) + *(float *)(gpGlobals + 0xc);
      cVar2 = IsPressDemoMode();
      if ((cVar2 != '\0') && (cVar2 = (**(code **)(*engine + 0x1f8))(engine), cVar2 != '\0')) {
        ConVar::SetValue(0xffcce0);
        local_54 = 4;
      }
      goto LAB_008be36f;
    }
LAB_008be26e:
    if (*(float *)(gpGlobals + 0xc) <= fVar6) goto LAB_008be27d;
    DevMsg("[INTROS] Time is up, unfreezing players\n");
  }
  ConVar::SetValue(0xffcce0);
  fVar6 = *(float *)(gpGlobals + 0xc);
  *(undefined4 *)(this + 0x30) = 0;
  *(float *)(this + 0x2c) = fVar6 + 3.0;
LAB_008be2d0:
  local_30[3] = 0;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
  local_30[4] = local_30[0];
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
  return (CDirectorSessionManager)0x0;
}

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)