L L4D2node

EnsureTeamSize::OnEndIteration

0x009eb640 · 474 bytes · __cdecl

_ZN14EnsureTeamSize14OnEndIterationEb

Decompiled

undefined (1 param)

/* EnsureTeamSize::OnEndIteration(bool) */

void EnsureTeamSize::OnEndIteration(bool param_1)

{
  CDirectorTacticalServices *this;
  CBaseEntity *this_00;
  code *pcVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  undefined3 in_stack_00000005;
  
  if ((0 < *(int *)(_param_1 + 0x30)) && (*(int *)(_param_1 + 4) < *(int *)(_param_1 + 0x30))) {
    do {
      (**(code **)(*(int *)**(undefined4 **)(_param_1 + 0x24) + 0x8e0))
                ((int *)**(undefined4 **)(_param_1 + 0x24),0);
      (**(code **)(*(int *)**(undefined4 **)(_param_1 + 0x24) + 0x194))
                ((int *)**(undefined4 **)(_param_1 + 0x24),*(undefined4 *)(_param_1 + 0xc));
      *(undefined1 *)(**(int **)(_param_1 + 0x24) + 0x3ab0) = 1;
      CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::ShiftElementsLeft
                ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)(_param_1 + 0x24),0,1)
      ;
      iVar3 = *(int *)(_param_1 + 0x30) + -1;
      *(int *)(_param_1 + 0x30) = iVar3;
      if (iVar3 < 1) break;
    } while (*(int *)(_param_1 + 4) < iVar3);
  }
  this = *(CDirectorTacticalServices **)(TheDirector + 0x628);
  if ((0 < *(int *)(_param_1 + 0x1c)) &&
     (*(int *)(_param_1 + 4) < *(int *)(_param_1 + 0x1c) + *(int *)(_param_1 + 0x30))) {
    iVar3 = 0;
    do {
      while( true ) {
        this_00 = *(CBaseEntity **)(*(int *)(_param_1 + 0x10) + iVar3 * 4);
        cVar2 = (**(code **)(*(int *)this_00 + 300))(this_00);
        if (((cVar2 != '\0') &&
            (cVar2 = (**(code **)(*(int *)this_00 + 0x558))(this_00), cVar2 == '\0')) &&
           (((iVar4 = CBaseEntity::GetTeamNumber(this_00), iVar4 == 3 &&
             (iVar4 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar4 == 8)) ||
            (cVar2 = CDirectorTacticalServices::IsVisibleToTeam
                               (this,this_00,2,0,0.0,(TerrorNavArea *)0x0), cVar2 != '\0')))) break;
        pcVar1 = *(code **)(*engine + 0x94);
        uVar5 = (**(code **)(*engine + 0x40))
                          (engine,*(undefined4 *)
                                   (*(int *)(*(int *)(_param_1 + 0x10) + iVar3 * 4) + 0x30));
        uVar5 = UTIL_VarArgs("kickid %d team size exceeded\n",uVar5);
        (*pcVar1)(engine,uVar5);
        CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::ShiftElementsLeft
                  ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)(_param_1 + 0x10),
                   iVar3,1);
        iVar3 = *(int *)(_param_1 + 0x1c) + -1;
        *(int *)(_param_1 + 0x1c) = iVar3;
        if (iVar3 < 1) {
          return;
        }
        if (iVar3 + *(int *)(_param_1 + 0x30) <= *(int *)(_param_1 + 4)) {
          return;
        }
        iVar3 = 0;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(_param_1 + 0x1c));
  }
  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)