ForEachTerrorPlayer<TongueTargetScan<CTerrorPlayer>>
0x00847180 · 152 bytes · __cdecl
_Z19ForEachTerrorPlayerI16TongueTargetScanI13CTerrorPlayerEEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<TongueTargetScan<CTerrorPlayer> >(TongueTargetScan<CTerrorPlayer>&) */
bool ForEachTerrorPlayer<TongueTargetScan<CTerrorPlayer>>(TongueTargetScan *param_1)
{
char cVar1;
int *piVar2;
int iVar3;
iVar3 = 1;
if (*(int *)(gpGlobals + 0x14) < 1) {
return true;
}
do {
while ((piVar2 = (int *)UTIL_PlayerByIndex(iVar3), piVar2 == (int *)0x0 || (piVar2[0xc] == 0)))
{
LAB_008471d0:
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) {
return true;
}
}
if (piVar2[0xc] - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (((cVar1 != '\0') && (piVar2[0x7db] != 2)) &&
(cVar1 = (*(code *)**(undefined4 **)param_1)(param_1,piVar2), cVar1 == '\0')) {
return false;
}
goto LAB_008471d0;
}
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) {
return true;
}
} while( 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.