L L4D2node

CDirectorSurvivalMode::StartSurvivalPanicEvent

0x008c00e0 · 527 bytes · __cdecl

_ZN21CDirectorSurvivalMode23StartSurvivalPanicEventEv

Decompiled

undefined (0 params)

/* CDirectorSurvivalMode::StartSurvivalPanicEvent() */

void CDirectorSurvivalMode::StartSurvivalPanicEvent(void)

{
  CBaseEntity *this;
  code *pcVar1;
  char cVar2;
  int *piVar3;
  int iVar4;
  uint uVar5;
  int iVar6;
  undefined4 local_48 [2];
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  int local_30 [8];
  
  piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"create_panic_event",0,0)
  ;
  if (piVar3 != (int *)0x0) {
    (**(code **)(*piVar3 + 0x30))(piVar3,"userid",0);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
  }
  DevMsg(2,"[SURVIVAL]: STAGE_MEGA_MOB\n");
  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 008c019e to 008c02cf has its CatchHandler @ 008c02f8 */
  ForEachPlayer<PlayerCollector>((PlayerCollector *)&local_40);
  if (0 < local_30[3]) {
    iVar6 = 0;
LAB_008c01c4:
    do {
      this = *(CBaseEntity **)(local_30[0] + iVar6 * 4);
      CBaseEntity::EmitSound(this,"MegaMobIncoming",0.0,(float *)0x0);
      cVar2 = (**(code **)(*(int *)this + 300))(this);
      if (cVar2 != '\0') {
        iVar4 = CBaseEntity::GetTeamNumber(this);
        if (iVar4 == 2) {
          pcVar1 = *(code **)(*(int *)this + 0x7b4);
          CAI_Concept::CAI_Concept((CAI_Concept *)local_48,"PlayerWarnMegaMob");
          (*pcVar1)(this,(CAI_Concept *)local_48,1,0,0,0,0);
          iVar6 = iVar6 + 1;
          if (local_30[3] <= iVar6) break;
          goto LAB_008c01c4;
        }
      }
      iVar6 = iVar6 + 1;
    } while (iVar6 < local_30[3]);
  }
  local_48[0] = 0;
  iVar6 = TheNextBots();
  uVar5 = (uint)*(ushort *)(iVar6 + 0x10);
  if (uVar5 != 0xffff) {
    iVar4 = *(int *)(iVar6 + 4);
    do {
      cVar2 = AttackClosestSurvivor::operator()
                        ((AttackClosestSurvivor *)local_48,*(INextBot **)(iVar4 + uVar5 * 8));
      if (cVar2 == '\0') break;
      iVar4 = *(int *)(iVar6 + 4);
      uVar5 = (uint)*(ushort *)(iVar4 + 6 + uVar5 * 8);
    } while (uVar5 != 0xffff);
  }
  iVar6 = CDirector::GetMegaMobSize(TheDirector);
  if (1 < iVar6) {
    ZombieManager::SpawnMegaMob(TheZombieManager);
  }
  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.



        

        

          

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