L L4D2node

MaxPlayerZombieCallback

0x009c5d70 · 768 bytes · __cdecl

_Z23MaxPlayerZombieCallbackP7IConVarPKcf

Decompiled

undefined (3 params)

/* MaxPlayerZombieCallback(IConVar*, char const*, float) */

void MaxPlayerZombieCallback(IConVar *param_1,char *param_2,float param_3)

{
  CDirectorTacticalServices *this;
  CBaseEntity *this_00;
  code *pcVar1;
  char cVar2;
  int iVar3;
  undefined4 uVar4;
  int iVar5;
  CUtlMemory<CTerrorPlayer*,int> *local_68;
  CUtlMemory<CTerrorPlayer*,int> *local_64;
  ConVarRef local_5c [4];
  int local_58;
  undefined **local_54;
  int local_50;
  undefined4 local_4c;
  undefined4 local_48;
  int local_44 [5];
  int *local_30;
  undefined4 local_2c;
  undefined4 local_28;
  int local_24;
  int *local_20;
  
  ConVarRef::ConVarRef(local_5c,param_1);
  local_50 = *(int *)(local_58 + 0x30);
  if (TheZombieManager != 0) {
    local_54 = &PTR_OnBeginIteration_00d1a690;
    local_44[0] = 0;
    local_44[1] = 0;
    local_44[2] = 0;
    local_44[3] = 0;
    local_44[4] = 0;
    local_30 = (int *)0x0;
    local_2c = 0;
    local_28 = 0;
    local_24 = 0;
    local_20 = (int *)0x0;
    local_4c = 3;
    local_48 = 1;
                    /* try { // try from 009c5e0f to 009c605a has its CatchHandler @ 009c6086 */
    ForEachPlayer<EnsureTeamSize>((EnsureTeamSize *)&local_54);
    if ((0 < local_24) && (local_50 < local_24)) {
      do {
        (**(code **)(*(int *)*local_30 + 0x8e0))((int *)*local_30,0);
        (**(code **)(*(int *)*local_30 + 0x194))((int *)*local_30,local_48);
        *(undefined1 *)(*local_30 + 0x3ab0) = 1;
        CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::ShiftElementsLeft
                  ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)&local_30,0,1);
        local_24 = local_24 + -1;
        if (local_24 < 1) break;
      } while (local_50 < local_24);
    }
    local_68 = (CUtlMemory<CTerrorPlayer*,int> *)&local_30;
    this = *(CDirectorTacticalServices **)(TheDirector + 0x628);
    iVar3 = local_44[3];
    if ((0 < local_44[3]) && (local_50 < local_44[3] + local_24)) {
      iVar5 = 0;
      do {
        while( true ) {
          this_00 = *(CBaseEntity **)(local_44[0] + iVar5 * 4);
          cVar2 = (**(code **)(*(int *)this_00 + 300))(this_00);
          if (((cVar2 != '\0') &&
              (cVar2 = (**(code **)(*(int *)this_00 + 0x558))(this_00), cVar2 == '\0')) &&
             (((iVar3 = CBaseEntity::GetTeamNumber(this_00), iVar3 == 3 &&
               (iVar3 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar3 == 8)) ||
              (cVar2 = CDirectorTacticalServices::IsVisibleToTeam
                                 (this,this_00,2,0,0.0,(TerrorNavArea *)0x0), cVar2 != '\0'))))
          break;
          pcVar1 = *(code **)(*engine + 0x94);
          uVar4 = (**(code **)(*engine + 0x40))
                            (engine,*(undefined4 *)(*(int *)(local_44[0] + iVar5 * 4) + 0x30));
          uVar4 = UTIL_VarArgs("kickid %d team size exceeded\n",uVar4);
          (*pcVar1)(engine,uVar4);
          CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::ShiftElementsLeft
                    ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)local_44,iVar5,1);
          iVar3 = local_44[3] + -1;
          if ((iVar3 + local_24 <= local_50) || (local_44[3] < 2)) goto LAB_009c5ef0;
          iVar5 = 0;
          local_44[3] = iVar3;
        }
        iVar5 = iVar5 + 1;
        iVar3 = local_44[3];
      } while (iVar5 < local_44[3]);
    }
LAB_009c5ef0:
    local_44[3] = iVar3;
    local_64 = (CUtlMemory<CTerrorPlayer*,int> *)local_44;
    local_54 = &PTR_OnBeginIteration_00d1a690;
    local_24 = 0;
    CUtlMemory<CTerrorPlayer*,int>::Purge(local_68);
    local_20 = local_30;
    CUtlMemory<CTerrorPlayer*,int>::Purge(local_68);
    local_44[3] = 0;
    CUtlMemory<CTerrorPlayer*,int>::Purge(local_64);
    local_44[4] = local_44[0];
    CUtlMemory<CTerrorPlayer*,int>::Purge(local_64);
  }
  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)