ForEachTerrorPlayer<ZombieSpawnNotification>
0x0088f010 · 134 bytes · __cdecl
_Z19ForEachTerrorPlayerI23ZombieSpawnNotificationEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<ZombieSpawnNotification>(ZombieSpawnNotification&) */
bool ForEachTerrorPlayer<ZombieSpawnNotification>(ZombieSpawnNotification *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)))) {
CTerrorPlayer::OnZombieSpawned(this,*(CTerrorPlayer **)param_1);
}
iVar2 = iVar2 + 1;
} while (iVar2 <= *(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.