L L4D2node

ForEachTerrorPlayer<HighestFlowDistance>

0x008904b0 · 415 bytes · __cdecl

_Z19ForEachTerrorPlayerI19HighestFlowDistanceEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<HighestFlowDistance>(HighestFlowDistance *param_1)

{
  char cVar1;
  CBaseEntity *this;
  int iVar2;
  TerrorNavArea *pTVar3;
  uint uVar4;
  Checkpoint *pCVar5;
  int iVar6;
  
  iVar6 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this = (CBaseEntity *)UTIL_PlayerByIndex(iVar6);
      if (((((((this != (CBaseEntity *)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' &&
              (iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == *(int *)(param_1 + 4))))))) &&
           ((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 == '\0' ||
            (((byte)param_1[0x10] & 1) == 0)))) &&
          ((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 != '\0' ||
           (((byte)param_1[0x10] & 2) == 0)))) &&
         ((pTVar3 = (TerrorNavArea *)(**(code **)(*(int *)this + 0x52c))(this),
          pTVar3 != (TerrorNavArea *)0x0 && (-9999.0 < *(float *)(pTVar3 + 0x154))))) {
        uVar4 = *(uint *)(param_1 + 0x10);
        if ((uVar4 & 4) != 0) {
          pCVar5 = (Checkpoint *)TerrorNavMesh::GetInitialCheckpoint(TheNavMesh);
          if ((pCVar5 != (Checkpoint *)0x0) &&
             (cVar1 = Checkpoint::ContainsArea(pCVar5,pTVar3), cVar1 != '\0')) goto LAB_00890526;
          uVar4 = *(uint *)(param_1 + 0x10);
        }
        if ((((uVar4 & 8) == 0) ||
            (pCVar5 = (Checkpoint *)TerrorNavMesh::GetLastCheckpoint(TheNavMesh),
            pCVar5 == (Checkpoint *)0x0)) ||
           (cVar1 = Checkpoint::ContainsArea(pCVar5,pTVar3), cVar1 == '\0')) {
          if (*(int *)(param_1 + 0xc) == 0) {
            iVar2 = *(int *)(param_1 + 0x14);
LAB_008905d6:
            *(CBaseEntity **)(param_1 + 0xc) = this;
            *(undefined4 *)param_1 = *(undefined4 *)(pTVar3 + iVar2 * 4 + 0x154);
          }
          else {
            iVar2 = *(int *)(param_1 + 0x14);
            if (*(float *)param_1 <= *(float *)(pTVar3 + iVar2 * 4 + 0x154) &&
                *(float *)(pTVar3 + iVar2 * 4 + 0x154) != *(float *)param_1) goto LAB_008905d6;
          }
          *(int *)(param_1 + 8) = *(int *)(param_1 + 8) + 1;
        }
      }
LAB_00890526:
      iVar6 = iVar6 + 1;
    } while (iVar6 <= *(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)