L L4D2node

ForEachTerrorPlayer<FinaleRescuableSurvivor>

0x008925c0 · 325 bytes · __cdecl

_Z19ForEachTerrorPlayerI23FinaleRescuableSurvivorEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<FinaleRescuableSurvivor>(FinaleRescuableSurvivor *param_1)

{
  float fVar1;
  char cVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  int iVar5;
  CSurvivorRescue *this;
  float fVar6;
  CBaseEntity *local_20 [4];
  
  iVar5 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      pCVar3 = (CBaseEntity *)UTIL_PlayerByIndex(iVar5);
      if (((((pCVar3 != (CBaseEntity *)0x0) && (*(int *)(pCVar3 + 0x30) != 0)) &&
           (*(int *)(pCVar3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
          ((cVar2 = (**(code **)(*(int *)pCVar3 + 0x16c))(pCVar3), cVar2 != '\0' &&
           (*(int *)(pCVar3 + 0x1f6c) != 2)))) &&
         ((local_20[0] = pCVar3, cVar2 = (**(code **)(*(int *)pCVar3 + 300))(pCVar3), cVar2 == '\0'
          && (iVar4 = CBaseEntity::GetTeamNumber(local_20[0]), iVar4 == 2)))) {
        if (param_1[0x14] == (FinaleRescuableSurvivor)0x0) {
          fVar6 = *(float *)(gpGlobals + 0xc) - *(float *)(local_20[0] + 0x340c);
          fVar1 = *(float *)(RescueMinDeadTime._28_4_ + 0x2c);
          if ((local_20[0][0x30d4] == (CBaseEntity)0x0) && (fVar6 <= fVar1)) {
            fVar6 = fVar1;
          }
          if (fVar6 < fVar1) goto LAB_00892636;
        }
        this = (CSurvivorRescue *)0x0;
        do {
          iVar4 = CGlobalEntityList::FindEntityByClassname
                            ((CGlobalEntityList *)gEntList,(CBaseEntity *)this,
                             "info_survivor_rescue");
          if ((iVar4 == 0) ||
             (this = (CSurvivorRescue *)
                     __dynamic_cast(iVar4,&CBaseEntity::typeinfo,&CSurvivorRescue::typeinfo,0),
             this == (CSurvivorRescue *)0x0)) {
            CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
                      ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)param_1,
                       *(int *)(param_1 + 0xc),(CTerrorPlayer **)local_20);
            break;
          }
          pCVar3 = (CBaseEntity *)CSurvivorRescue::GetSurvivor(this);
        } while (pCVar3 != local_20[0]);
      }
LAB_00892636:
      iVar5 = iVar5 + 1;
    } while (iVar5 <= *(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)