ForEachTerrorPlayer<MobAlert>
0x009ea5b0 · 106 bytes · __cdecl
_Z19ForEachTerrorPlayerI8MobAlertEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<MobAlert>(MobAlert&) */
bool ForEachTerrorPlayer<MobAlert>(MobAlert *param_1)
{
int *piVar1;
int iVar2;
iVar2 = 1;
if (*(int *)(gpGlobals + 0x14) < 1) {
return true;
}
do {
while ((piVar1 = (int *)UTIL_PlayerByIndex(iVar2), piVar1 == (int *)0x0 || (piVar1[0xc] == 0)))
{
LAB_009ea5db:
iVar2 = iVar2 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar2) {
return true;
}
}
if (piVar1[0xc] - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
(**(code **)(*piVar1 + 0x16c))(piVar1);
goto LAB_009ea5db;
}
iVar2 = iVar2 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar2) {
return true;
}
} while( 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.