ForEachTerrorPlayer<FindUnusedSurvivorCharacter>
0x009e9ea0 · 215 bytes · __cdecl
_Z19ForEachTerrorPlayerI27FindUnusedSurvivorCharacterEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<FindUnusedSurvivorCharacter>(FindUnusedSurvivorCharacter&) */
bool ForEachTerrorPlayer<FindUnusedSurvivorCharacter>(FindUnusedSurvivorCharacter *param_1)
{
char cVar1;
int iVar2;
CBaseEntity *this;
int *piVar3;
int iVar4;
iVar4 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
while ((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar4), this != (CBaseEntity *)0x0 &&
(*(int *)(this + 0x30) != 0))) {
if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
if ((((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
(iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == 2)) &&
(((piVar3 = (int *)__dynamic_cast(this,&CTerrorPlayer::typeinfo,&SurvivorBot::typeinfo,
0), piVar3 != (int *)0x0 && (piVar3[0x10c2] < 1)) &&
(cVar1 = (**(code **)(*piVar3 + 300))(piVar3), cVar1 != '\0')))) {
*(int **)param_1 = piVar3;
return false;
}
break;
}
iVar4 = iVar4 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar4) {
return true;
}
}
iVar4 = iVar4 + 1;
} while (iVar4 <= *(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.