ForEachTerrorPlayer<NoteIdlePlayers>
0x008fa730 · 174 bytes · __cdecl
_Z19ForEachTerrorPlayerI15NoteIdlePlayersEbRT_b
Decompiled
bool (2 params)
/* bool ForEachTerrorPlayer<NoteIdlePlayers>(NoteIdlePlayers&, bool) */
bool ForEachTerrorPlayer<NoteIdlePlayers>(NoteIdlePlayers *param_1,bool param_2)
{
char cVar1;
CTerrorPlayer *this;
int iVar2;
iVar2 = 1;
if (*(int *)(gpGlobals + 0x14) < 1) {
return true;
}
do {
while (((this = (CTerrorPlayer *)UTIL_PlayerByIndex(iVar2), this == (CTerrorPlayer *)0x0 ||
(*(int *)(this + 0x30) == 0)) ||
(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 == 0))) {
LAB_008fa770:
iVar2 = iVar2 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar2) {
return true;
}
}
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
if (((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
((!param_2 || (cVar1 = (**(code **)(*(int *)this + 0x778))(this), cVar1 == '\0')))) {
CTerrorPlayer::NoteIdleState(this);
goto LAB_008fa770;
}
iVar2 = iVar2 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar2) {
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.