ForEachTerrorPlayer<SurvivorBotPlaceholderCount>
0x008908f0 · 240 bytes · __cdecl
_Z19ForEachTerrorPlayerI27SurvivorBotPlaceholderCountEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<SurvivorBotPlaceholderCount>(SurvivorBotPlaceholderCount&) */
bool ForEachTerrorPlayer<SurvivorBotPlaceholderCount>(SurvivorBotPlaceholderCount *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
int *piVar3;
int iVar4;
iVar4 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
this = (CBaseEntity *)UTIL_PlayerByIndex(iVar4);
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)))) &&
((iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == 2 &&
((cVar1 = (**(code **)(*(int *)this + 0x778))(this), cVar1 != '\0' &&
(iVar2 = __dynamic_cast(this,&CTerrorPlayer::typeinfo,&SurvivorBot::typeinfo,0),
iVar2 != 0)))))) &&
((0 < *(int *)(iVar2 + 0x4308) &&
((piVar3 = (int *)UTIL_PlayerByUserId(*(int *)(iVar2 + 0x4308)), piVar3 == (int *)0x0 ||
(cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar1 == '\0')))))) {
*(int *)param_1 = *(int *)param_1 + 1;
}
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.