ForEachTerrorPlayer<SurvivorMultiplierCounter>
0x0050f500 · 260 bytes · __cdecl
_Z19ForEachTerrorPlayerI25SurvivorMultiplierCounterEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<SurvivorMultiplierCounter>(SurvivorMultiplierCounter&) */
bool ForEachTerrorPlayer<SurvivorMultiplierCounter>(SurvivorMultiplierCounter *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
TerrorNavArea *pTVar3;
Checkpoint *this_00;
int iVar4;
int iVar5;
iVar5 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
this = (CBaseEntity *)UTIL_PlayerByIndex(iVar5);
iVar4 = gpGlobals;
if ((((((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) &&
(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
((cVar1 = (**(code **)(*(int *)this + 0x16c))(this), iVar4 = gpGlobals, cVar1 != '\0' &&
(*(int *)(this + 0x1f6c) != 2)))) &&
((cVar1 = (**(code **)(*(int *)this + 0x16c))(this), iVar4 = gpGlobals, cVar1 != '\0' &&
((cVar1 = (**(code **)(*(int *)this + 300))(this), iVar4 = gpGlobals, cVar1 != '\0' &&
(iVar2 = CBaseEntity::GetTeamNumber(this), iVar4 = gpGlobals, iVar2 == 2)))))) &&
((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 == '\0' ||
(((pTVar3 = (TerrorNavArea *)(**(code **)(*(int *)this + 0x52c))(this), iVar4 = gpGlobals,
pTVar3 != (TerrorNavArea *)0x0 && (((byte)pTVar3[0x12d] & 8) != 0)) &&
((this_00 = (Checkpoint *)TerrorNavMesh::GetInitialCheckpoint(TheNavMesh),
this_00 == (Checkpoint *)0x0 ||
(cVar1 = Checkpoint::ContainsArea(this_00,pTVar3), iVar4 = gpGlobals, cVar1 == '\0')))))
))) {
iVar4 = gpGlobals;
*(int *)(param_1 + 4) = *(int *)(param_1 + 4) + 1;
}
iVar5 = iVar5 + 1;
} while (iVar5 <= *(int *)(iVar4 + 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.