ForEachTerrorPlayer<FindBotSpectator>
0x009e9550 · 358 bytes · __cdecl
_Z19ForEachTerrorPlayerI16FindBotSpectatorEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<FindBotSpectator>(FindBotSpectator&) */
bool ForEachTerrorPlayer<FindBotSpectator>(FindBotSpectator *param_1)
{
int iVar1;
char cVar2;
CBaseEntity *this;
int iVar3;
int iVar4;
int iVar5;
iVar5 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
this = (CBaseEntity *)UTIL_PlayerByIndex(iVar5);
if ((((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) &&
(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
((cVar2 = (**(code **)(*(int *)this + 0x16c))(this), cVar2 != '\0' &&
(*(int *)(this + 0x1f6c) != 2)))) {
iVar3 = CBaseEntity::GetTeamNumber(this);
if (iVar3 == 2) {
iVar3 = __dynamic_cast(this,&CTerrorPlayer::typeinfo,&SurvivorBot::typeinfo,0);
if ((iVar3 != 0) &&
(iVar1 = *(int *)(iVar3 + 0x4308),
iVar4 = (**(code **)(*engine + 0x40))
(engine,*(undefined4 *)(*(int *)(param_1 + 8) + 0x30)),
iVar1 == iVar4)) {
*(int *)param_1 = iVar3;
return false;
}
}
else {
iVar3 = CBaseEntity::GetTeamNumber(this);
if (((iVar3 == 3) &&
(iVar3 = __dynamic_cast(this,&CTerrorPlayer::typeinfo,&BossZombiePlayerBot::typeinfo,0
), iVar3 != 0)) &&
(iVar1 = *(int *)(iVar3 + 0x4304),
iVar4 = (**(code **)(*engine + 0x40))
(engine,*(undefined4 *)(*(int *)(param_1 + 8) + 0x30)),
iVar1 == iVar4)) {
*(int *)(param_1 + 4) = iVar3;
return false;
}
}
}
iVar5 = iVar5 + 1;
} while (iVar5 <= *(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.