L L4D2node

CDirectorSessionManager::UpdateSession

0x008be5a0 · 185 bytes · __thiscall

_ZN23CDirectorSessionManager13UpdateSessionEv

Decompiled

undefined (1 param)

/* CDirectorSessionManager::UpdateSession() */

undefined4 __thiscall CDirectorSessionManager::UpdateSession(CDirectorSessionManager *this)

{
  CDirectorSessionManager CVar1;
  char cVar2;
  CDirectorSessionManager CVar3;
  
  cVar2 = UpdatePlaytestSetup(this);
  UpdateNewPlayers(this);
  UpdateDisconnectedPlayers(this);
  if (cVar2 != '\0') {
    UnfreezeTeam(this);
  }
  if ((*(int *)(TheNavMesh + 0x528) == 0) && (CDirector::m_isTransitioning == '\0')) {
    CVar1 = this[0x37];
    CVar3 = (CDirectorSessionManager)(**(code **)(*engine + 0x1b0))(engine);
    this[0x37] = CVar3;
    if (CVar1 != CVar3) {
      if (CVar3 == (CDirectorSessionManager)0x0) {
        DevMsg("Low Violence client(s) disconnected\n");
      }
      else {
        DevMsg("Low Violence client connected\n");
        MakeLowViolenceServer();
      }
    }
    KickIdleSpectators();
    (**(code **)(*(int *)this + 0xc))(this);
    return 1;
  }
  return 0;
}

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)