ForEachTerrorPlayer<WarpSurvivorsToCheckpoint>
0x00900ab0 · 303 bytes · __cdecl
_Z19ForEachTerrorPlayerI25WarpSurvivorsToCheckpointEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<WarpSurvivorsToCheckpoint>(WarpSurvivorsToCheckpoint&) */
bool ForEachTerrorPlayer<WarpSurvivorsToCheckpoint>(WarpSurvivorsToCheckpoint *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
int iVar3;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
iVar3 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
this = (CBaseEntity *)UTIL_PlayerByIndex(iVar3);
if ((((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) &&
(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
(((cVar1 = (**(code **)(*(int *)this + 0x16c))(this), cVar1 != '\0' &&
(*(int *)(this + 0x1f6c) != 2)) &&
((cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0' &&
(iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == 2)))))) {
local_34 = vec3_angle;
local_30 = DAT_01053d40;
local_2c = DAT_01053d44;
local_28 = vec3_origin;
local_24 = DAT_01053d4c;
local_20 = DAT_01053d50;
Checkpoint::GetSpawnPosition
(*(Checkpoint **)param_1,(Vector *)&local_28,(QAngle *)&local_34,
(TerrorNavArea **)0x0);
(**(code **)(*(int *)this + 0x1dc))
(this,(Vector *)&local_28,(QAngle *)&local_34,&vec3_origin);
cVar1 = (**(code **)(*(int *)this + 0x7e8))(this);
if (cVar1 != '\0') {
(**(code **)(*(int *)this + 0x924))(this);
}
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(int *)(gpGlobals + 0x14));
}
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.