L L4D2node

ForEachTerrorPlayer<BossAttackMusic>

0x009e79b0 · 186 bytes · __cdecl

_Z19ForEachTerrorPlayerI15BossAttackMusicEbRT_

Decompiled

bool (1 param)

/* bool ForEachTerrorPlayer<BossAttackMusic>(BossAttackMusic&) */

bool ForEachTerrorPlayer<BossAttackMusic>(BossAttackMusic *param_1)

{
  char cVar1;
  CBaseEntity *this;
  int iVar2;
  int iVar3;
  
  iVar3 = 1;
  if (*(int *)(gpGlobals + 0x14) < 1) {
    return true;
  }
  do {
    while (((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), this == (CBaseEntity *)0x0 ||
            (*(int *)(this + 0x30) == 0)) ||
           (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 == 0))) {
LAB_009e7a00:
      iVar3 = iVar3 + 1;
      if (*(int *)(gpGlobals + 0x14) < iVar3) {
        return true;
      }
    }
    cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
    if (((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
       ((cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 != '\0' ||
        (iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == 2)))) {
      (**(code **)(*(int *)(this + 0x3ab4) + 0x44))(this + 0x3ab4);
      goto LAB_009e7a00;
    }
    iVar3 = iVar3 + 1;
    if (*(int *)(gpGlobals + 0x14) < iVar3) {
      return true;
    }
  } while( 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)