L L4D2node

ForEachTerrorPlayer<PhysicsDamage>

0x0050ef70 · 152 bytes · __cdecl

_Z19ForEachTerrorPlayerI13PhysicsDamageEbRT_

Decompiled

bool (1 param)

/* bool ForEachTerrorPlayer<PhysicsDamage>(PhysicsDamage&) */

bool ForEachTerrorPlayer<PhysicsDamage>(PhysicsDamage *param_1)

{
  char cVar1;
  CTerrorPlayer *pCVar2;
  int iVar3;
  
  iVar3 = 1;
  if (*(int *)(gpGlobals + 0x14) < 1) {
    return true;
  }
  do {
    while ((pCVar2 = (CTerrorPlayer *)UTIL_PlayerByIndex(iVar3), pCVar2 == (CTerrorPlayer *)0x0 ||
           (*(int *)(pCVar2 + 0x30) == 0))) {
LAB_0050efc0:
      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 = PhysicsDamage::operator()(param_1,pCVar2), cVar1 == '\0')) {
        return false;
      }
      goto LAB_0050efc0;
    }
    iVar3 = iVar3 + 1;
    if (*(int *)(gpGlobals + 0x14) < iVar3) {
      return true;
    }
  } while( true );
}

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)