ForEachTerrorPlayer<ScrimmageUpdate>
0x009897e0 · 230 bytes · __cdecl
_Z19ForEachTerrorPlayerI15ScrimmageUpdateEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<ScrimmageUpdate>(ScrimmageUpdate&) */
bool ForEachTerrorPlayer<ScrimmageUpdate>(ScrimmageUpdate *param_1)
{
float fVar1;
char cVar2;
CBaseEntity *this;
int iVar3;
int iVar4;
longdouble lVar5;
CBaseEntity *local_28;
float local_24;
float local_20;
iVar4 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
this = (CBaseEntity *)UTIL_PlayerByIndex(iVar4);
if ((((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) &&
(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
(((cVar2 = (**(code **)(*(int *)this + 0x16c))(this), cVar2 != '\0' &&
(*(int *)(this + 0x1f6c) != 2)) &&
((cVar2 = (**(code **)(*(int *)this + 300))(this), cVar2 == '\0' &&
(iVar3 = CBaseEntity::GetTeamNumber(this), iVar3 == 3)))))) {
lVar5 = (longdouble)CTerrorPlayer::GetLineOfScrimmageFlow((CTerrorPlayer *)this);
fVar1 = (float)lVar5;
if (0.0 < fVar1) {
local_24 = fVar1 - *(float *)(param_1 + 4);
local_20 = fVar1 - *(float *)(param_1 + 0xc);
local_28 = this;
CUtlVector<ScrimmageUpdate::PlayerFlowType,CUtlMemory<ScrimmageUpdate::PlayerFlowType,int>>
::InsertBefore((CUtlVector<ScrimmageUpdate::PlayerFlowType,CUtlMemory<ScrimmageUpdate::PlayerFlowType,int>>
*)(param_1 + 0x10),*(int *)(param_1 + 0x1c),(PlayerFlowType *)&local_28);
}
}
iVar4 = iVar4 + 1;
} while (iVar4 <= *(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.