L L4D2node

ForEachTerrorPlayer<GhostIndividualSpawn>

0x0088d670 · 191 bytes · __cdecl

_Z19ForEachTerrorPlayerI20GhostIndividualSpawnEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<GhostIndividualSpawn>(GhostIndividualSpawn *param_1)

{
  char cVar1;
  CTerrorPlayer *this;
  int iVar2;
  
  iVar2 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this = (CTerrorPlayer *)UTIL_PlayerByIndex(iVar2);
      if (((((this != (CTerrorPlayer *)0x0) && (*(int *)(this + 0x30) != 0)) &&
           (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
          ((cVar1 = (**(code **)(*(int *)this + 0x16c))(this), cVar1 != '\0' &&
           (*(int *)(this + 0x1f6c) != 2)))) &&
         ((cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 == '\0' &&
          ((cVar1 = (**(code **)(*(int *)this + 0x778))(this), cVar1 == '\0' &&
           (cVar1 = CTerrorPlayer::CanBecomeGhost(this,false), cVar1 != '\0')))))) {
        CTerrorPlayer::BecomeGhost(this,false);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 <= *(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)