ForEachTerrorPlayer<PlayerCollector>
0x004c71b0 · 152 bytes · __cdecl
_Z19ForEachTerrorPlayerI15PlayerCollectorEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<PlayerCollector>(PlayerCollector&) */
bool ForEachTerrorPlayer<PlayerCollector>(PlayerCollector *param_1)
{
char cVar1;
CBasePlayer *pCVar2;
int iVar3;
iVar3 = 1;
if (*(int *)(gpGlobals + 0x14) < 1) {
return true;
}
do {
while ((pCVar2 = (CBasePlayer *)UTIL_PlayerByIndex(iVar3), pCVar2 == (CBasePlayer *)0x0 ||
(*(int *)(pCVar2 + 0x30) == 0))) {
LAB_004c7200:
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) {
return true;
}
}
if (*(int *)(pCVar2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
if (((cVar1 != '\0') && (*(int *)(pCVar2 + 0x1f6c) != 2)) &&
(cVar1 = PlayerCollector::operator()(param_1,pCVar2), cVar1 == '\0')) {
return false;
}
goto LAB_004c7200;
}
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) {
return true;
}
} while( true );
}
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.