ForEachTerrorPlayer<MissionWonDone>
0x0088e1d0 · 137 bytes · __cdecl
_Z19ForEachTerrorPlayerI14MissionWonDoneEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<MissionWonDone>(MissionWonDone&) */
bool ForEachTerrorPlayer<MissionWonDone>(MissionWonDone *param_1)
{
char cVar1;
int *piVar2;
int iVar3;
iVar3 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
piVar2 = (int *)UTIL_PlayerByIndex(iVar3);
if ((((piVar2 != (int *)0x0) && (piVar2[0xc] != 0)) &&
(piVar2[0xc] - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
((cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2), cVar1 != '\0' && (piVar2[0x7db] != 2))))
{
(**(code **)(piVar2[0xead] + 0x54))(piVar2 + 0xead);
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(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.