L L4D2node

ForEachTerrorPlayer<KickAllPlayers>

0x008be860 · 210 bytes · __cdecl

_Z19ForEachTerrorPlayerI14KickAllPlayersEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<KickAllPlayers>(KickAllPlayers *param_1)

{
  code *pcVar1;
  char cVar2;
  CBasePlayer *this;
  undefined4 uVar3;
  int iVar4;
  
  iVar4 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this = (CBasePlayer *)UTIL_PlayerByIndex(iVar4);
      if ((((this != (CBasePlayer *)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 + 0x778))(this), cVar2 == '\0' &&
           (cVar2 = CBasePlayer::IsSplitScreenPlayer(this), cVar2 == '\0')))))) {
        pcVar1 = *(code **)(*engine + 0x94);
        uVar3 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
        uVar3 = UTIL_VarArgs("kickid %d All players idle\n",uVar3);
        (*pcVar1)(engine,uVar3);
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 <= *(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)