ForEachTerrorPlayer<NearbyCalmInhibitor>
0x009e93f0 · 333 bytes · __cdecl
_Z19ForEachTerrorPlayerI19NearbyCalmInhibitorEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<NearbyCalmInhibitor>(NearbyCalmInhibitor&) */
bool ForEachTerrorPlayer<NearbyCalmInhibitor>(NearbyCalmInhibitor *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
int iVar3;
float fVar4;
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)))) {
iVar2 = CBaseEntity::GetTeamNumber(this);
cVar1 = IsASurvivorTeam(iVar2);
if ((cVar1 != '\0') && (cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0')) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this);
}
fVar4 = (*(float *)param_1 - *(float *)(this + 0x2e0)) *
(*(float *)param_1 - *(float *)(this + 0x2e0)) +
(*(float *)(param_1 + 4) - *(float *)(this + 0x2e4)) *
(*(float *)(param_1 + 4) - *(float *)(this + 0x2e4)) +
(*(float *)(param_1 + 8) - *(float *)(this + 0x2e8)) *
(*(float *)(param_1 + 8) - *(float *)(this + 0x2e8));
if (fVar4 <= 250000.0) {
CTerrorPlayer::InhibitCalm
((CTerrorPlayer *)this,
(*(float *)(SurvivorCalmWeaponDelay._28_4_ + 0x2c) + -1.0) * 0.002 *
(500.0 - SQRT(fVar4)) + 1.0);
}
}
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(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.