ForEachTerrorPlayer<CShowViewportPanel>
0x0088cc10 · 196 bytes · __cdecl
_Z19ForEachTerrorPlayerI18CShowViewportPanelEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<CShowViewportPanel>(CShowViewportPanel&) */
bool ForEachTerrorPlayer<CShowViewportPanel>(CShowViewportPanel *param_1)
{
int iVar1;
char cVar2;
CBaseEntity *this;
int iVar3;
int iVar4;
iVar4 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
this = (CBaseEntity *)UTIL_PlayerByIndex(iVar4);
if ((((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) &&
(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
(((cVar2 = (**(code **)(*(int *)this + 0x16c))(this), cVar2 != '\0' &&
(*(int *)(this + 0x1f6c) != 2)) &&
((iVar1 = *(int *)param_1, iVar1 == -1 ||
(iVar3 = CBaseEntity::GetTeamNumber(this), iVar1 == iVar3)))))) {
(**(code **)(*(int *)this + 0x580))
(this,*(undefined4 *)(param_1 + 4),param_1[8],*(undefined4 *)(param_1 + 0xc));
}
iVar4 = iVar4 + 1;
} while (iVar4 <= *(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.