L L4D2node

CTerrorPlayer::ChooseSurvivorCharacter

0x009c9270 · 417 bytes · __thiscall

_ZNK13CTerrorPlayer23ChooseSurvivorCharacterE21SurvivorCharacterType

Decompiled

undefined (2 params)

/* CTerrorPlayer::ChooseSurvivorCharacter(SurvivorCharacterType) const */

uint __thiscall CTerrorPlayer::ChooseSurvivorCharacter(CTerrorPlayer *this,uint param_2)

{
  char cVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int local_3c;
  CTerrorPlayer *local_38;
  uint *local_34;
  undefined4 local_30;
  undefined4 local_2c;
  int local_28;
  uint *local_24;
  int local_20;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (7 < param_2) {
    param_2 = *(uint *)(this + 0x2eac);
  }
  local_38 = this;
  local_34 = (uint *)0x0;
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  iVar3 = 0;
  local_24 = (uint *)0x0;
  local_20 = iVar2;
  do {
    local_3c = iVar3 + (uint)(iVar2 != 2) * 4;
                    /* try { // try from 009c92eb to 009c934e has its CatchHandler @ 009c9432 */
    CUtlVector<SurvivorCharacterType,CUtlMemory<SurvivorCharacterType,int>>::InsertBefore
              ((CUtlVector<SurvivorCharacterType,CUtlMemory<SurvivorCharacterType,int>> *)&local_34,
               local_28,(SurvivorCharacterType *)&local_3c);
    iVar3 = iVar3 + 1;
  } while (iVar3 != 4);
  iVar3 = local_28 + -1;
  if (-1 < iVar3) {
    iVar4 = iVar3 * 4;
    do {
      while ((local_20 != 2 ||
             (cVar1 = IsCharacterUsedByTransitioningPlayer(*(undefined4 *)((int)local_34 + iVar4)),
             cVar1 == '\0'))) {
        iVar3 = iVar3 + -1;
        iVar4 = iVar4 + -4;
        if (iVar3 == -1) goto LAB_009c935e;
      }
      CUtlVector<SurvivorCharacterType,CUtlMemory<SurvivorCharacterType,int>>::ShiftElementsLeft
                ((CUtlVector<SurvivorCharacterType,CUtlMemory<SurvivorCharacterType,int>> *)
                 &local_34,iVar3,1);
      local_28 = local_28 + -1;
      iVar3 = iVar3 + -1;
      iVar4 = iVar4 + -4;
    } while (iVar3 != -1);
  }
LAB_009c935e:
                    /* try { // try from 009c9364 to 009c941b has its CatchHandler @ 009c9420 */
  ForEachPlayer<UnusedSurvivorCharacter>((UnusedSurvivorCharacter *)&local_38);
  if (param_2 == 8) {
    if (0 < local_28) goto LAB_009c939c;
  }
  else if (0 < local_28) {
    if (param_2 == *local_34) goto LAB_009c93b5;
    iVar2 = 0;
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == local_28) goto LAB_009c939c;
    } while (param_2 != local_34[iVar2]);
    if (iVar2 != -1) goto LAB_009c93b5;
LAB_009c939c:
    iVar2 = RandomInt(0,local_28 + -1);
    param_2 = local_34[iVar2];
    goto LAB_009c93b5;
  }
  if (iVar2 == 2) {
    param_2 = RandomInt(0,3);
  }
  else {
    param_2 = RandomInt(4,7);
  }
LAB_009c93b5:
  local_28 = 0;
  CUtlMemory<SurvivorCharacterType,int>::Purge((CUtlMemory<SurvivorCharacterType,int> *)&local_34);
  local_24 = local_34;
  CUtlMemory<SurvivorCharacterType,int>::Purge((CUtlMemory<SurvivorCharacterType,int> *)&local_34);
  return param_2;
}

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)