L L4D2node

ForEachTerrorPlayer<ReplacementPZScan>

0x009ea650 · 211 bytes · __cdecl

_Z19ForEachTerrorPlayerI17ReplacementPZScanEbRT_

Decompiled

bool (1 param)

/* bool ForEachTerrorPlayer<ReplacementPZScan>(ReplacementPZScan&) */

bool ForEachTerrorPlayer<ReplacementPZScan>(ReplacementPZScan *param_1)

{
  char cVar1;
  int iVar2;
  CBaseEntity *this;
  int iVar3;
  
  iVar3 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      while ((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), 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 == 3)) &&
              ((cVar1 = (**(code **)(*(int *)this + 0x170))(this), cVar1 == '\0' &&
               ((cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 == '\0' ||
                (cVar1 = (**(code **)(*(int *)this + 0x558))(this), cVar1 != '\0')))))) &&
             (*(int *)(this + 0x23bc) != 4)) {
            *(CBaseEntity **)param_1 = this;
            return false;
          }
          break;
        }
        iVar3 = iVar3 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar3) {
          return true;
        }
      }
      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)