L L4D2node

ForEachTerrorPlayer<LowestFlowDistance>

0x0050f0f0 · 388 bytes · __cdecl

_Z19ForEachTerrorPlayerI18LowestFlowDistanceEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<LowestFlowDistance>(LowestFlowDistance *param_1)

{
  char cVar1;
  CBaseEntity *this;
  int iVar2;
  TerrorNavArea *pTVar3;
  Checkpoint *pCVar4;
  int iVar5;
  
  iVar5 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this = (CBaseEntity *)UTIL_PlayerByIndex(iVar5);
      if ((((((((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) &&
              (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
             ((cVar1 = (**(code **)(*(int *)this + 0x16c))(this), cVar1 != '\0' &&
              (*(int *)(this + 0x1f6c) != 2)))) &&
            ((cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0' &&
             (iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == *(int *)(param_1 + 4))))) &&
           ((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 == '\0' ||
            (((byte)param_1[0x10] & 1) == 0)))) &&
          ((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 != '\0' ||
           (((byte)param_1[0x10] & 2) == 0)))) &&
         (((pTVar3 = (TerrorNavArea *)(**(code **)(*(int *)this + 0x52c))(this),
           pTVar3 != (TerrorNavArea *)0x0 && (-9999.0 < *(float *)(pTVar3 + 0x154))) &&
          ((((byte)param_1[0x10] & 4) == 0 ||
           (((pCVar4 = (Checkpoint *)TerrorNavMesh::GetInitialCheckpoint(TheNavMesh),
             pCVar4 == (Checkpoint *)0x0 ||
             (cVar1 = Checkpoint::ContainsArea(pCVar4,pTVar3), cVar1 == '\0')) &&
            ((pCVar4 = (Checkpoint *)TerrorNavMesh::GetLastCheckpoint(TheNavMesh),
             pCVar4 == (Checkpoint *)0x0 ||
             (cVar1 = Checkpoint::ContainsArea(pCVar4,pTVar3), cVar1 == '\0')))))))))) {
        if ((*(int *)(param_1 + 0xc) == 0) ||
           (*(float *)(pTVar3 + 0x154) <= *(float *)param_1 &&
            *(float *)param_1 != *(float *)(pTVar3 + 0x154))) {
          *(CBaseEntity **)(param_1 + 0xc) = this;
          *(undefined4 *)param_1 = *(undefined4 *)(pTVar3 + 0x154);
        }
        *(int *)(param_1 + 8) = *(int *)(param_1 + 8) + 1;
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 <= *(int *)(gpGlobals + 0x14));
  }
  return 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)