L L4D2node

ForEachPlayer<CDeactivateMovementConstraints>

0x0088cce0 · 558 bytes · __cdecl

_Z13ForEachPlayerI30CDeactivateMovementConstraintsEbRT_

Decompiled

bool (1 param)

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

bool ForEachPlayer<CDeactivateMovementConstraints>(CDeactivateMovementConstraints *param_1)

{
  char cVar1;
  CBasePlayer *this;
  int iVar2;
  int iVar3;
  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<CDeactivateMovementConstraints>(CDeactivateMovementConstraints&)::
                tm_fmt,"(%s)%s","Unaccounted","ForEachPlayer");
    local_10 = ___atan2f_finite;
  }
  iVar3 = _DAT_0105db00;
  local_18 = local_24;
  local_14 = local_20;
                    /* try { // try from 0088ce6e to 0088cebc has its CatchHandler @ 0088cf3e */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar2 = ThreadGetCurrentId(), iVar3 == iVar2)) {
    if ((char *)*_DAT_0105d15c != "ForEachPlayer") {
      _DAT_0105d15c =
           (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc0d94f,(char *)0x1,0xbfafa1);
    }
    CVProfNode::EnterScope();
    DAT_0105d158 = '\0';
  }
  iVar3 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      while ((this = (CBasePlayer *)UTIL_PlayerByIndex(iVar3), this == (CBasePlayer *)0x0 ||
             (*(int *)(this + 0x30) == 0))) {
LAB_0088cdd0:
        iVar3 = iVar3 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar3) goto LAB_0088ce0c;
      }
      if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
                    /* try { // try from 0088cdad to 0088cde4 has its CatchHandler @ 0088cf1d */
        cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
        if ((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) {
          CBasePlayer::DeactivateMovementConstraint(this);
        }
        goto LAB_0088cdd0;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 <= *(int *)(gpGlobals + 0x14));
  }
LAB_0088ce0c:
  iVar3 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar2 = ThreadGetCurrentId(), iVar3 == iVar2)) {
    cVar1 = CVProfNode::ExitScope();
    if (cVar1 != '\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)