ForEachTerrorPlayer<NoSurvivorInBattlefieldOrFinaleScan>
0x008bcdc0 · 196 bytes · __cdecl
_Z19ForEachTerrorPlayerI35NoSurvivorInBattlefieldOrFinaleScanEbRT_
Decompiled
bool (1 param)
/* bool
ForEachTerrorPlayer<NoSurvivorInBattlefieldOrFinaleScan>(NoSurvivorInBattlefieldOrFinaleScan&) */
bool ForEachTerrorPlayer<NoSurvivorInBattlefieldOrFinaleScan>
(NoSurvivorInBattlefieldOrFinaleScan *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
int iVar3;
iVar3 = 1;
if (*(int *)(gpGlobals + 0x14) < 1) {
return true;
}
do {
while ((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), this == (CBaseEntity *)0x0 ||
(*(int *)(this + 0x30) == 0))) {
LAB_008bce10:
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) {
return true;
}
}
if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
if ((((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
(cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0')) &&
(((iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == 2 &&
(iVar2 = (**(code **)(*(int *)this + 0x52c))(this), iVar2 != 0)) &&
((*(uint *)(iVar2 + 300) & 0x140) != 0)))) {
return false;
}
goto LAB_008bce10;
}
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) {
return true;
}
} while( 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.