L L4D2node

CTerrorPlayer::CollectValidObserverTargets

0x009c42e0 · 454 bytes · __thiscall

_ZN13CTerrorPlayer27CollectValidObserverTargetsEP10CUtlVectorIP11CBaseEntity10CUtlMemoryIS2_iEE

Decompiled

undefined (2 params)

/* CTerrorPlayer::CollectValidObserverTargets(CUtlVector<CBaseEntity*, CUtlMemory<CBaseEntity*, int>
   >*) */

void __thiscall CTerrorPlayer::CollectValidObserverTargets(CTerrorPlayer *this,CUtlVector *param_1)

{
  int *piVar1;
  char cVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  uint uVar5;
  int iVar6;
  CBaseEntity *local_20 [4];
  
  iVar6 = gpGlobals;
  if (param_1 != (CUtlVector *)0x0) {
    *(undefined4 *)(param_1 + 0xc) = 0;
    if (0 < *(int *)(iVar6 + 0x14)) {
      iVar6 = 1;
      do {
        pCVar3 = (CBaseEntity *)UTIL_PlayerByIndex(iVar6);
        if ((((pCVar3 != (CBaseEntity *)0x0) && (*(int *)(pCVar3 + 0x30) != 0)) &&
            (*(int *)(pCVar3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
           (((cVar2 = (**(code **)(*(int *)pCVar3 + 0x16c))(pCVar3), cVar2 != '\0' &&
             (*(int *)(pCVar3 + 0x1f6c) != 2)) &&
            ((iVar4 = (**(code **)(*(int *)pCVar3 + 0x148))(pCVar3), iVar4 == 0 &&
             (cVar2 = (**(code **)(*(int *)this + 0x664))(this,pCVar3), cVar2 != '\0')))))) {
          local_20[0] = pCVar3;
          CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
                    ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)param_1,
                     *(int *)(param_1 + 0xc),local_20);
        }
        iVar6 = iVar6 + 1;
      } while (iVar6 <= *(int *)(gpGlobals + 0x14));
    }
    iVar6 = TheNextBots();
    uVar5 = (uint)*(ushort *)(iVar6 + 0x10);
    if (uVar5 != 0xffff) {
      iVar4 = *(int *)(iVar6 + 4);
      do {
        piVar1 = *(int **)(iVar4 + uVar5 * 8);
        pCVar3 = (CBaseEntity *)(**(code **)(*piVar1 + 0xb4))(piVar1);
        cVar2 = (**(code **)(*(int *)this + 0x664))(this,pCVar3);
        if (cVar2 != '\0') {
          local_20[0] = pCVar3;
          CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
                    ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)param_1,
                     *(int *)(param_1 + 0xc),local_20);
        }
        iVar4 = *(int *)(iVar6 + 4);
        uVar5 = (uint)*(ushort *)(iVar4 + 6 + uVar5 * 8);
      } while (uVar5 != 0xffff);
    }
    iVar6 = 0;
    if (0 < DAT_00fa9a14) {
      do {
        while (cVar2 = (**(code **)(*(int *)this + 0x664))
                                 (this,*(undefined4 *)(g_TransitioningPlayers + iVar6 * 4)),
              cVar2 != '\0') {
          local_20[0] = *(CBaseEntity **)(g_TransitioningPlayers + iVar6 * 4);
          iVar6 = iVar6 + 1;
          CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
                    ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)param_1,
                     *(int *)(param_1 + 0xc),local_20);
          if (DAT_00fa9a14 <= iVar6) {
            return;
          }
        }
        iVar6 = iVar6 + 1;
      } while (iVar6 < DAT_00fa9a14);
    }
  }
  return;
}

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)