ForEachTerrorPlayer<TransitioningPlayerCounter>
0x0088d580 · 229 bytes · __cdecl
_Z19ForEachTerrorPlayerI26TransitioningPlayerCounterEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<TransitioningPlayerCounter>(TransitioningPlayerCounter&) */
bool ForEachTerrorPlayer<TransitioningPlayerCounter>(TransitioningPlayerCounter *param_1)
{
int iVar1;
int *piVar2;
char cVar3;
CTerrorPlayer *this;
int iVar4;
int iVar5;
int iVar6;
iVar6 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
this = (CTerrorPlayer *)UTIL_PlayerByIndex(iVar6);
if ((((this == (CTerrorPlayer *)0x0) || (*(int *)(this + 0x30) == 0)) ||
(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 == 0)) ||
(((cVar3 = (**(code **)(*(int *)this + 0x16c))(this), cVar3 == '\0' ||
(*(int *)(this + 0x1f6c) == 2)) ||
(cVar3 = (**(code **)(*(int *)this + 0x778))(this), cVar3 != '\0')))) goto LAB_0088d5f6;
cVar3 = CTerrorPlayer::IsTransitioned(this);
if (cVar3 == '\0') {
iVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
iVar1 = *(int *)(*(int *)(TheDirector + 0x634) + 0x10);
if (iVar1 < 1) goto LAB_0088d61c;
piVar2 = *(int **)(*(int *)(TheDirector + 0x634) + 4);
if (iVar4 != *piVar2) {
iVar5 = 0;
do {
iVar5 = iVar5 + 1;
if (iVar5 == iVar1) goto LAB_0088d61c;
} while (iVar4 != piVar2[iVar5]);
if (iVar5 == -1) goto LAB_0088d61c;
}
}
else {
LAB_0088d61c:
*(int *)param_1 = *(int *)param_1 + 1;
}
LAB_0088d5f6:
iVar6 = iVar6 + 1;
} while (iVar6 <= *(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.