L L4D2node

ForEachTerrorPlayer<ClosestSurvivorScan>

0x008c2010 · 543 bytes · __cdecl

_Z19ForEachTerrorPlayerI19ClosestSurvivorScanEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<ClosestSurvivorScan>(ClosestSurvivorScan *param_1)

{
  uint uVar1;
  char cVar2;
  CBaseEntity *this;
  int iVar3;
  float *pfVar4;
  undefined *puVar5;
  int iVar6;
  float fVar7;
  
  iVar6 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this = (CBaseEntity *)UTIL_PlayerByIndex(iVar6);
      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)) &&
            ((this != *(CBaseEntity **)(param_1 + 0x14) &&
             ((cVar2 = (**(code **)(*(int *)this + 300))(this), cVar2 != '\0' &&
              (iVar3 = CBaseEntity::GetTeamNumber(this), iVar3 == 2)))))))) &&
          (((((cVar2 = (**(code **)(*(int *)this + 0x7e8))(this), cVar2 == '\0' &&
              ((((uVar1 = *(uint *)(this + 0x3e68), uVar1 == 0xffffffff ||
                 (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc
                 )) || (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)))) &&
             (((uVar1 = *(uint *)(this + 0x33c4), uVar1 == 0xffffffff ||
               (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc))
              || ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))))) &&
            (((((uVar1 = *(uint *)(this + 0x3e48), uVar1 == 0xffffffff ||
                (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)
                ) || (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) &&
             ((((uVar1 = *(uint *)(this + 0x3ee0), uVar1 == 0xffffffff ||
                (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)
                ) || (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)))))) ||
           (param_1[0x18] != (ClosestSurvivorScan)0x0)))) &&
         (((param_1[0x19] == (ClosestSurvivorScan)0x0 ||
           (iVar3 = (**(code **)(*(int *)this + 0x52c))(this), iVar3 == 0)) ||
          ((*(byte *)(iVar3 + 0x12d) & 0x80) == 0)))) {
        pfVar4 = (float *)(**(code **)(*(int *)this + 0x288))(this);
        fVar7 = (*pfVar4 - *(float *)param_1) * (*pfVar4 - *(float *)param_1) +
                (pfVar4[1] - *(float *)(param_1 + 4)) * (pfVar4[1] - *(float *)(param_1 + 4)) +
                (pfVar4[2] - *(float *)(param_1 + 8)) * (pfVar4[2] - *(float *)(param_1 + 8));
        if (fVar7 < *(float *)(param_1 + 0x10)) {
          *(float *)(param_1 + 0x10) = fVar7;
          *(CBaseEntity **)(param_1 + 0xc) = this;
        }
      }
      iVar6 = iVar6 + 1;
    } while (iVar6 <= *(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)