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 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.