ForEachTerrorPlayer<MostHitsConsideration>
0x008594d0 · 161 bytes · __cdecl
_Z19ForEachTerrorPlayerI21MostHitsConsiderationEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<MostHitsConsideration>(MostHitsConsideration&) */
bool ForEachTerrorPlayer<MostHitsConsideration>(MostHitsConsideration *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
int iVar3;
iVar3 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
this = (CBaseEntity *)UTIL_PlayerByIndex(iVar3);
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)) && (iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 != 2)
))) {
iVar2 = *(int *)(this + 0x3080);
if (iVar2 == *(int *)(param_1 + 8)) {
if (this == *(CBaseEntity **)param_1) goto LAB_0085954a;
}
else if (*(int *)(param_1 + 8) < iVar2) {
*(int *)(param_1 + 8) = iVar2;
LAB_0085954a:
*(CBaseEntity **)(param_1 + 4) = this;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(int *)(gpGlobals + 0x14));
}
return 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.