L L4D2node

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 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)