L L4D2node

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 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)