L L4D2node

ForEachTerrorPlayer<FindMaxIntensity>

0x0088cf50 · 176 bytes · __cdecl

_Z19ForEachTerrorPlayerI16FindMaxIntensityEbRT_

Decompiled

bool (1 param)

/* bool ForEachTerrorPlayer<FindMaxIntensity>(FindMaxIntensity&) */

bool ForEachTerrorPlayer<FindMaxIntensity>(FindMaxIntensity *param_1)

{
  float fVar1;
  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)))) &&
         ((cVar2 = (**(code **)(*(int *)this + 300))(this), cVar2 != '\0' &&
          ((iVar3 = CBaseEntity::GetTeamNumber(this), iVar3 == 2 &&
           (fVar1 = *(float *)(this + 12000),
           *(float *)param_1 <= fVar1 && fVar1 != *(float *)param_1)))))) {
        *(float *)param_1 = fVar1;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 <= *(int *)(gpGlobals + 0x14));
  }
  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)