CDirectorVersusMode::ForceVersusStart
0x008c3990 · 469 bytes · __thiscall
_ZN19CDirectorVersusMode16ForceVersusStartEv
Decompiled
undefined (1 param)
/* CDirectorVersusMode::ForceVersusStart() */
void __thiscall CDirectorVersusMode::ForceVersusStart(CDirectorVersusMode *this)
{
bool bVar1;
int *piVar2;
char cVar3;
CTerrorPlayer *pCVar4;
int *piVar5;
CBaseEntity *pCVar6;
longdouble lVar7;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
pCVar4 = (CTerrorPlayer *)CDirectorTacticalServices::GetRandomSurvivor();
if (pCVar4 != (CTerrorPlayer *)0x0) {
bVar1 = false;
pCVar6 = (CBaseEntity *)0x0;
while (pCVar6 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar6,"prop_door_rotating_checkpoint")
, pCVar6 != (CBaseEntity *)0x0) {
piVar5 = (int *)__dynamic_cast(pCVar6,&CBaseEntity::typeinfo,&CBasePropDoor::typeinfo,0);
cVar3 = (**(code **)(*piVar5 + 0x47c))(piVar5);
piVar2 = mdlcache;
if (((cVar3 != '\0') && (piVar5[0x57d] == 0)) &&
((*(byte *)((int)piVar5 + 0x149) & 0x80) == 0)) {
(**(code **)(*mdlcache + 0x68))(mdlcache);
if ((char)piVar5[0x589] == '\0') {
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
/* try { // try from 008c3aa2 to 008c3aa3 has its CatchHandler @ 008c3b6c */
(**(code **)(*piVar5 + 0xb4))(piVar5,"PlayerOpen",pCVar4,pCVar4,local_30,0x10);
if (piVar5[0x57d] == 0) {
bVar1 = true;
}
}
else {
/* try { // try from 008c3a49 to 008c3a4e has its CatchHandler @ 008c3b6c */
(**(code **)(*piVar5 + 0x488))(piVar5,pCVar4);
bVar1 = true;
}
(**(code **)(*piVar2 + 0x6c))(piVar2);
}
}
if (!bVar1) {
CDirector::OnFirstSurvivorLeftSafeArea(TheDirector,pCVar4);
return;
}
lVar7 = (longdouble)CountdownTimer::Now();
if ((float)lVar7 + 0.8 != *(float *)(this + 0x24)) {
(**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x24);
*(float *)(this + 0x24) = (float)lVar7 + 0.8;
}
if (*(float *)(this + 0x20) != 0.8) {
(**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x20);
*(undefined4 *)(this + 0x20) = 0x3f4ccccd;
}
}
return;
}
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.