L L4D2node

ForEachTerrorPlayer<CustomFinaleMusic>

0x008f5660 · 247 bytes · __cdecl

_Z19ForEachTerrorPlayerI17CustomFinaleMusicEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<CustomFinaleMusic>(CustomFinaleMusic *param_1)

{
  undefined4 uVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  
  iVar5 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      piVar3 = (int *)UTIL_PlayerByIndex(iVar5);
      if ((((piVar3 != (int *)0x0) && (piVar3[0xc] != 0)) &&
          (piVar3[0xc] - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
         (((cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar2 != '\0' && (piVar3[0x7db] != 2))
          && (cVar2 = (**(code **)(*piVar3 + 300))(piVar3), cVar2 != '\0')))) {
        uVar1 = *(undefined4 *)param_1;
        uVar4 = (**(code **)(*piVar3 + 0xb8))(piVar3);
        MusicMsg("%s CustomFinaleMusic: %s\n",uVar4,uVar1);
        Music::Play((Music *)(piVar3 + 0xead),*(char **)param_1,0,-1.0,false,false);
      }
      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)