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 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.