L L4D2node

CDirectorSessionManager::UnfreezeTeam

0x008be3c0 · 411 bytes · __thiscall

_ZN23CDirectorSessionManager12UnfreezeTeamEv

Decompiled

undefined (1 param)

/* CDirectorSessionManager::UnfreezeTeam() */

void __thiscall CDirectorSessionManager::UnfreezeTeam(CDirectorSessionManager *this)

{
  CBasePlayer *this_00;
  char cVar1;
  int iVar2;
  longdouble lVar3;
  undefined **local_60 [8];
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  int local_30 [8];
  
  local_30[0] = 0;
  local_30[1] = 0;
  local_30[2] = 0;
  local_30[3] = 0;
  local_30[4] = 0;
  local_40 = 0xffffffff;
  local_3c = 7;
  local_38 = 3;
  local_34 = 9;
                    /* try { // try from 008be411 to 008be4da has its CatchHandler @ 008be563 */
  ForEachPlayer<PlayerCollector>((PlayerCollector *)&local_40);
  if (0 < local_30[3]) {
    iVar2 = 0;
    do {
      while( true ) {
        this_00 = *(CBasePlayer **)(local_30[0] + iVar2 * 4);
        CBasePlayer::UnlockPlayer(this_00);
        (**(code **)(*(int *)this_00 + 0x580))(this_00,"lobby",0,0);
        cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
        if (cVar1 == '\0') break;
LAB_008be430:
        iVar2 = iVar2 + 1;
        if (local_30[3] <= iVar2) goto LAB_008be4c8;
      }
      lVar3 = (longdouble)CountdownTimer::Now();
      if ((float)lVar3 != *(float *)(this + 0x24)) {
                    /* try { // try from 008be558 to 008be55a has its CatchHandler @ 008be563 */
        (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x24);
        *(float *)(this + 0x24) = (float)lVar3;
      }
      if (*(float *)(this + 0x20) == 0.0) goto LAB_008be430;
      (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x20);
      iVar2 = iVar2 + 1;
      *(undefined4 *)(this + 0x20) = 0;
    } while (iVar2 < local_30[3]);
  }
LAB_008be4c8:
  (**(code **)(*(int *)this + 0x14))(this);
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_60);
  local_60[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 008be4e5 to 008be4e9 has its CatchHandler @ 008be58f */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_60);
  local_60[0] = &PTR__CReliableBroadcastRecipientFilter_00c157a8;
                    /* try { // try from 008be4f4 to 008be4f8 has its CatchHandler @ 008be58d */
  CRecipientFilter::MakeReliable((CRecipientFilter *)local_60);
                    /* try { // try from 008be504 to 008be50d has its CatchHandler @ 008be578 */
  UserMessageBegin((IRecipientFilter *)local_60,"AllPlayersConnectedGameStarting");
  MessageEnd();
  local_60[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_60);
  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;
}

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)