L L4D2node

ForEachTerrorPlayer<AddRecipientsToFilter>

0x006cd240 · 194 bytes · __cdecl

_Z19ForEachTerrorPlayerI21AddRecipientsToFilterEbRT_b

Decompiled

bool (2 params)

/* bool ForEachTerrorPlayer<AddRecipientsToFilter>(AddRecipientsToFilter&, bool) */

bool ForEachTerrorPlayer<AddRecipientsToFilter>(AddRecipientsToFilter *param_1,bool param_2)

{
  char cVar1;
  CBasePlayer *pCVar2;
  int iVar3;
  
  iVar3 = 1;
  if (*(int *)(gpGlobals + 0x14) < 1) {
    return true;
  }
  do {
    while (((pCVar2 = (CBasePlayer *)UTIL_PlayerByIndex(iVar3), pCVar2 == (CBasePlayer *)0x0 ||
            (*(int *)(pCVar2 + 0x30) == 0)) ||
           (*(int *)(pCVar2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 == 0))) {
LAB_006cd290:
      iVar3 = iVar3 + 1;
      if (*(int *)(gpGlobals + 0x14) < iVar3) {
        return true;
      }
    }
    cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
    if (((cVar1 != '\0') && (*(int *)(pCVar2 + 0x1f6c) != 2)) &&
       ((!param_2 || (cVar1 = (**(code **)(*(int *)pCVar2 + 0x778))(pCVar2), cVar1 == '\0')))) {
      CRecipientFilter::AddRecipient(*(CRecipientFilter **)param_1,pCVar2);
      goto LAB_006cd290;
    }
    iVar3 = iVar3 + 1;
    if (*(int *)(gpGlobals + 0x14) < iVar3) {
      return true;
    }
  } while( 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)