ForEachSurvivor<FinishBackpackItems>
0x008fa8c0 · 648 bytes · __cdecl
_Z15ForEachSurvivorI19FinishBackpackItemsEbRT_
Decompiled
bool (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* bool ForEachSurvivor<FinishBackpackItems>(FinishBackpackItems&) */
bool ForEachSurvivor<FinishBackpackItems>(FinishBackpackItems *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
CBaseBackpackItem *this_00;
int iVar3;
undefined4 local_24;
undefined4 local_20;
undefined4 local_18;
undefined4 local_14;
int local_10;
local_24 = 0;
local_20 = 0;
if (___atan2f_finite == 0) {
local_10 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_24,0,0,0,0,"/data/src/game/server/terror/terrorplayer.h",
0xb2c,&ForEachSurvivor<FinishBackpackItems>(FinishBackpackItems&)::tm_fmt,"(%s)%s",
"Unaccounted","ForEachSurvivor");
local_10 = ___atan2f_finite;
}
iVar3 = _DAT_0105db00;
local_18 = local_24;
local_14 = local_20;
/* try { // try from 008faa56 to 008faaa4 has its CatchHandler @ 008fab78 */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar2 = ThreadGetCurrentId(), iVar3 == iVar2)) {
if ((char *)*_DAT_0105d15c != "ForEachSurvivor") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc21c28,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
if (0 < *(int *)(gpGlobals + 0x14)) {
iVar3 = 1;
do {
while ((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), this == (CBaseEntity *)0x0 ||
(*(int *)(this + 0x30) == 0))) {
LAB_008fa9b8:
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) goto LAB_008fa9f4;
}
if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
/* try { // try from 008fa98d to 008fa9cc has its CatchHandler @ 008fab57 */
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
/* try { // try from 008faafd to 008fab46 has its CatchHandler @ 008fab57 */
if (((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
((iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == 2 &&
(((iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this),
iVar2 != 0 &&
(this_00 = (CBaseBackpackItem *)
__dynamic_cast(iVar2,&CBaseCombatWeapon::typeinfo,
&CBaseBackpackItem::typeinfo,0),
this_00 != (CBaseBackpackItem *)0x0)) && (this_00[0x17dc] != (CBaseBackpackItem)0x0)))
))) {
CBaseBackpackItem::CompleteAction(this_00);
}
goto LAB_008fa9b8;
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(int *)(gpGlobals + 0x14));
}
LAB_008fa9f4:
iVar3 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar2 = ThreadGetCurrentId(), iVar3 == iVar2)) {
cVar1 = CVProfNode::ExitScope();
if (cVar1 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_10 != 0) {
(**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
}
return 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.