L L4D2node

ForEachSurvivor<RemoveAllItems>

0x009e7180 · 700 bytes · __cdecl

_Z15ForEachSurvivorI14RemoveAllItemsEbRT_

Decompiled

bool (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* bool ForEachSurvivor<RemoveAllItems>(RemoveAllItems&) */

bool ForEachSurvivor<RemoveAllItems>(RemoveAllItems *param_1)

{
  char cVar1;
  CTerrorPlayer *this;
  int iVar2;
  CBaseEntity *pCVar3;
  int *piVar4;
  int iVar5;
  int local_44;
  int local_40;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_28;
  undefined4 local_24;
  int local_20;
  
  local_34 = 0;
  local_30 = 0;
  if (___atan2f_finite == 0) {
    local_20 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_34,0,0,0,0,"/data/src/game/server/terror/terrorplayer.h",
               0xb2c,&ForEachSurvivor<RemoveAllItems>(RemoveAllItems&)::tm_fmt,"(%s)%s",
               "Unaccounted","ForEachSurvivor");
    local_20 = ___atan2f_finite;
  }
  iVar5 = _DAT_0105db00;
  local_28 = local_34;
  local_24 = local_30;
                    /* try { // try from 009e7316 to 009e7364 has its CatchHandler @ 009e7453 */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar2 = ThreadGetCurrentId(), iVar5 == 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)) {
    iVar5 = 1;
    do {
      while ((this = (CTerrorPlayer *)UTIL_PlayerByIndex(iVar5), this == (CTerrorPlayer *)0x0 ||
             (*(int *)(this + 0x30) == 0))) {
LAB_009e7278:
        iVar5 = iVar5 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar5) goto LAB_009e72b4;
      }
      if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
                    /* try { // try from 009e724d to 009e728c has its CatchHandler @ 009e7468 */
        cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
        if (((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
           (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 == 2)) {
          local_44 = 1;
          local_40 = 0;
          do {
            pCVar3 = (CBaseEntity *)CTerrorPlayer::GetTerrorWeapon(this,local_40);
            if (pCVar3 == (CBaseEntity *)0x0) {
LAB_009e73e4:
              if (local_44 == 0x38) break;
            }
            else {
              if (local_40 != 1) {
                    /* try { // try from 009e73d7 to 009e7441 has its CatchHandler @ 009e7468 */
                CBaseCombatCharacter::Weapon_Detach
                          ((CBaseCombatCharacter *)this,(CBaseCombatWeapon *)pCVar3);
                UTIL_Remove(pCVar3);
                goto LAB_009e73e4;
              }
              cVar1 = (**(code **)(*(int *)pCVar3 + 0x674))(pCVar3);
              if ((cVar1 != '\0') &&
                 (piVar4 = (int *)(**(code **)(*(int *)pCVar3 + 0x500))(pCVar3),
                 piVar4 != (int *)0x0)) {
                (**(code **)(*piVar4 + 0x720))(piVar4,0);
                goto LAB_009e73e4;
              }
            }
            local_40 = local_40 + 1;
            local_44 = local_44 + 1;
          } while( true );
        }
        goto LAB_009e7278;
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 <= *(int *)(gpGlobals + 0x14));
  }
LAB_009e72b4:
  iVar5 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar2 = ThreadGetCurrentId(), iVar5 == iVar2)) {
    cVar1 = CVProfNode::ExitScope();
    if (cVar1 != '\0') {
      _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
    }
    DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
  }
  if (local_20 != 0) {
    (**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
  }
  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)