L L4D2node

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 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)