L L4D2node

ForEachPlayer<MatchPlayer>

0x00661210 · 817 bytes · __cdecl

_Z13ForEachPlayerI11MatchPlayerEbRT_

Decompiled

bool (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* bool ForEachPlayer<MatchPlayer>(MatchPlayer&) */

bool ForEachPlayer<MatchPlayer>(MatchPlayer *param_1)

{
  char cVar1;
  CBaseEntity *this;
  int iVar2;
  char *pcVar3;
  char *pcVar4;
  undefined4 uVar5;
  int iVar6;
  bool bVar7;
  char *local_44;
  int local_40;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_28;
  undefined4 local_24;
  int local_20;
  
  local_34 = 0;
  local_30 = 0;
  if (___atan2f_finite == 0) {
    local_20 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_34,0,0,0,0,"/data/src/game/server/player.h",0x595,
               &ForEachPlayer<MatchPlayer>(MatchPlayer&)::tm_fmt,"(%s)%s","Unaccounted",
               "ForEachPlayer");
    local_20 = ___atan2f_finite;
  }
  iVar6 = _DAT_0105db00;
  local_28 = local_34;
  local_24 = local_30;
                    /* try { // try from 00661436 to 00661484 has its CatchHandler @ 00661552 */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar2 = ThreadGetCurrentId(), iVar6 == iVar2)) {
    if ((char *)*_DAT_0105d15c != "ForEachPlayer") {
      _DAT_0105d15c =
           (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc0d94f,(char *)0x1,0xbfafa1);
    }
    CVProfNode::EnterScope();
    DAT_0105d158 = '\0';
  }
  if (0 < *(int *)(gpGlobals + 0x14)) {
    iVar6 = 1;
    do {
                    /* try { // try from 006612e3 to 00661389 has its CatchHandler @ 00661567 */
      this = (CBaseEntity *)UTIL_PlayerByIndex(iVar6);
      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 + 0x16c))(this), cVar1 != '\0')) &&
         (cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0')) {
        iVar2 = _V_strlen(*(char **)param_1);
        pcVar4 = *(char **)param_1;
        pcVar3 = (char *)(**(code **)(*(int *)this + 0xb8))(this);
        iVar2 = V_strnicmp(pcVar3,pcVar4,iVar2);
        if (iVar2 != 0) {
          iVar2 = CBaseEntity::GetTeamNumber(this);
          cVar1 = IsASurvivorTeam(iVar2);
          if (cVar1 == '\0') {
                    /* try { // try from 00661494 to 0066154f has its CatchHandler @ 00661567 */
            iVar2 = CBaseEntity::GetTeamNumber(this);
            if (iVar2 != 3) goto LAB_006614ad;
            local_40 = _V_strlen(*(char **)param_1);
            local_44 = *(char **)param_1;
            uVar5 = (**(code **)(*(int *)this + 0x544))(this);
            pcVar4 = (char *)ZombieClassName(uVar5);
          }
          else {
            local_40 = _V_strlen(*(char **)param_1);
            local_44 = *(char **)param_1;
            pcVar4 = (char *)SurvivorCharacterName(*(undefined4 *)(this + 0x2ba0));
          }
          iVar2 = V_strnicmp(pcVar4,local_44,local_40);
          if (iVar2 != 0) goto LAB_006614ad;
        }
        *(CBaseEntity **)(param_1 + 4) = this;
        bVar7 = false;
        goto LAB_00661397;
      }
LAB_006614ad:
      iVar6 = iVar6 + 1;
    } while (iVar6 <= *(int *)(gpGlobals + 0x14));
  }
  bVar7 = true;
LAB_00661397:
  iVar6 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar2 = ThreadGetCurrentId(), iVar6 == iVar2)) {
    cVar1 = CVProfNode::ExitScope();
    if (cVar1 != '\0') {
      _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
    }
    DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
  }
  if (local_20 != 0) {
    (**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
  }
  return bVar7;
}

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)