L L4D2node

ForEachPlayer<CheckpointSurvivorCount>

0x0086d1e0 · 683 bytes · __cdecl

_Z13ForEachPlayerI23CheckpointSurvivorCountEbRT_

Decompiled

bool (1 param)

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

bool ForEachPlayer<CheckpointSurvivorCount>(CheckpointSurvivorCount *param_1)

{
  int iVar1;
  int *piVar2;
  char cVar3;
  CBaseEntity *this;
  int iVar4;
  int iVar5;
  int iVar6;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_18;
  undefined4 local_14;
  int local_10;
  
  local_24 = 0;
  local_20 = 0;
  if (___atan2f_finite == 0) {
    local_10 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_24,0,0,0,0,"/data/src/game/server/player.h",0x595,
               &ForEachPlayer<CheckpointSurvivorCount>(CheckpointSurvivorCount&)::tm_fmt,"(%s)%s",
               "Unaccounted","ForEachPlayer");
    local_10 = ___atan2f_finite;
  }
  iVar6 = _DAT_0105db00;
  local_18 = local_24;
  local_14 = local_20;
                    /* try { // try from 0086d376 to 0086d3c4 has its CatchHandler @ 0086d49d */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar4 = ThreadGetCurrentId(), iVar6 == iVar4)) {
    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 {
      while ((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar6), this == (CBaseEntity *)0x0 ||
             (*(int *)(this + 0x30) == 0))) {
LAB_0086d2d8:
        iVar6 = iVar6 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar6) goto LAB_0086d314;
      }
      if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
                    /* try { // try from 0086d2ad to 0086d2ec has its CatchHandler @ 0086d4b2 */
        cVar3 = (**(code **)(*(int *)this + 0x16c))(this);
                    /* try { // try from 0086d3db to 0086d3f3 has its CatchHandler @ 0086d4b2 */
        if (((cVar3 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
           ((cVar3 = (**(code **)(*(int *)this + 300))(this), cVar3 != '\0' &&
            (((iVar4 = CBaseEntity::GetTeamNumber(this), iVar4 == 2 &&
              (iVar4 = (**(code **)(*(int *)this + 0x52c))(this), iVar4 != 0)) &&
             ((*(byte *)(iVar4 + 0x12d) & 8) != 0)))))) {
          iVar1 = (*(undefined4 **)param_1)[3];
          if (0 < iVar1) {
            piVar2 = (int *)**(undefined4 **)param_1;
            if (iVar4 != *piVar2) {
              iVar5 = 0;
              do {
                iVar5 = iVar5 + 1;
                if (iVar5 == iVar1) goto LAB_0086d2d8;
              } while (iVar4 != piVar2[iVar5]);
              if (iVar5 == -1) goto LAB_0086d2d8;
            }
            *(int *)(param_1 + 4) = *(int *)(param_1 + 4) + 1;
          }
        }
        goto LAB_0086d2d8;
      }
      iVar6 = iVar6 + 1;
    } while (iVar6 <= *(int *)(gpGlobals + 0x14));
  }
LAB_0086d314:
  iVar6 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar4 = ThreadGetCurrentId(), iVar6 == iVar4)) {
    cVar3 = CVProfNode::ExitScope();
    if (cVar3 != '\0') {
      _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
    }
    DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
  }
  if (local_10 != 0) {
    (**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
  }
  return 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)