L L4D2node

CFuncElevator::FindPlayersOnElevator

0x006beaf0 · 237 bytes · __thiscall

_ZN13CFuncElevator21FindPlayersOnElevatorEP10CUtlVectorIP11CBasePlayer10CUtlMemoryIS2_iEEi

Decompiled

undefined (3 params)

/* CFuncElevator::FindPlayersOnElevator(CUtlVector<CBasePlayer*, CUtlMemory<CBasePlayer*, int> >*,
   int) */

void __thiscall
CFuncElevator::FindPlayersOnElevator(CFuncElevator *this,CUtlVector *param_1,int param_2)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  int local_50 [5];
  CFuncElevator *local_3c;
  int local_38;
  undefined1 local_34 [12];
  undefined1 local_28 [8];
  float local_20;
  
  local_50[0] = 0;
  local_50[1] = 0;
  local_50[2] = 0;
  local_50[3] = 0;
  local_50[4] = 0;
  local_3c = this;
  local_38 = param_2;
                    /* try { // try from 006beb30 to 006beb48 has its CatchHandler @ 006bebf6 */
  piVar2 = (int *)(**(code **)(*(int *)this + 0x10))(this);
  (**(code **)(*piVar2 + 0x3c))(piVar2,local_34,local_28);
  local_20 = local_20 + 71.0;
                    /* try { // try from 006beb61 to 006bebbf has its CatchHandler @ 006bebe4 */
  ForEachPlayer<ElevatorPlayerCollector>((ElevatorPlayerCollector *)local_50);
  iVar1 = local_50[3];
  *(undefined4 *)(param_1 + 0xc) = 0;
  if (local_50[3] != 0) {
    CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>>::GrowVector
              ((CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>> *)param_1,local_50[3]);
    CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>>::ShiftElementsRight
              ((CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>> *)param_1,0,iVar1);
    if (0 < iVar1) {
      iVar3 = 0;
      do {
        *(undefined4 *)(*(int *)param_1 + iVar3 * 4) = *(undefined4 *)(local_50[0] + iVar3 * 4);
        iVar3 = iVar3 + 1;
      } while (iVar3 != iVar1);
    }
  }
  local_50[3] = 0;
  CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)local_50);
  local_50[4] = local_50[0];
  CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)local_50);
  return;
}

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)