ForEachTerrorPlayer<BestRescuableSurvivor>
0x00890660 · 368 bytes · __cdecl
_Z19ForEachTerrorPlayerI21BestRescuableSurvivorEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<BestRescuableSurvivor>(BestRescuableSurvivor&) */
bool ForEachTerrorPlayer<BestRescuableSurvivor>(BestRescuableSurvivor *param_1)
{
int *piVar1;
char cVar2;
CBaseEntity *this;
int iVar3;
int iVar4;
if (0 < *(int *)(gpGlobals + 0x14)) {
iVar4 = 1;
do {
this = (CBaseEntity *)UTIL_PlayerByIndex(iVar4);
if (((((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) &&
(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
((cVar2 = (**(code **)(*(int *)this + 0x16c))(this), cVar2 != '\0' &&
(*(int *)(this + 0x1f6c) != 2)))) &&
((cVar2 = (**(code **)(*(int *)this + 300))(this), cVar2 == '\0' &&
(iVar3 = CBaseEntity::GetTeamNumber(this), iVar3 == 2)))) {
if (*(int *)(param_1 + 0x10) < 1) {
LAB_00890720:
if (this[0x30d4] == (CBaseEntity)0x0) {
if (*(float *)(RescueMinDeadTime._28_4_ + 0x2c) <= 3.4028235e+38) {
LAB_0089074f:
piVar1 = *(int **)param_1;
if ((piVar1 == (int *)0x0) ||
(((cVar2 = (**(code **)(*piVar1 + 0x778))(piVar1), cVar2 != '\0' ||
(cVar2 = (**(code **)(*(int *)this + 0x778))(this), cVar2 == '\0')) &&
((*(int *)param_1 == 0 ||
(*(float *)(gpGlobals + 0xc) - *(float *)(*(int *)param_1 + 0x340c) <
*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x340c))))))) {
*(CBaseEntity **)param_1 = this;
}
}
}
else if (*(float *)(RescueMinDeadTime._28_4_ + 0x2c) <=
*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x340c)) goto LAB_0089074f;
}
else if (this != (CBaseEntity *)**(int **)(param_1 + 4)) {
iVar3 = 0;
do {
iVar3 = iVar3 + 1;
if (iVar3 == *(int *)(param_1 + 0x10)) goto LAB_00890720;
} while (this != (CBaseEntity *)(*(int **)(param_1 + 4))[iVar3]);
if (iVar3 < 0) goto LAB_00890720;
}
}
iVar4 = iVar4 + 1;
} while (iVar4 <= *(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.