ForEachTerrorPlayer<CDumpTeamDesired>
0x009ea730 · 307 bytes · __cdecl
_Z19ForEachTerrorPlayerI16CDumpTeamDesiredEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<CDumpTeamDesired>(CDumpTeamDesired&) */
bool ForEachTerrorPlayer<CDumpTeamDesired>(CDumpTeamDesired *param_1)
{
char cVar1;
int *piVar2;
KeyValues *this;
char *pcVar3;
char *pcVar4;
undefined4 uVar5;
int iVar6;
int iVar7;
iVar7 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
piVar2 = (int *)UTIL_PlayerByIndex(iVar7);
if ((((piVar2 != (int *)0x0) && (piVar2[0xc] != 0)) &&
(piVar2[0xc] - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
((cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2), cVar1 != '\0' && (piVar2[0x7db] != 2))))
{
this = (KeyValues *)CDirector::PlayerAvatarGet(TheDirector,(edict_t *)piVar2[0xc]);
if (this == (KeyValues *)0x0) {
pcVar3 = "<null>";
pcVar4 = "<null>";
}
else {
pcVar3 = (char *)KeyValues::GetString(this,"avatar","");
pcVar4 = (char *)KeyValues::GetString(this,"team","");
}
uVar5 = (**(code **)(*piVar2 + 0xb8))(piVar2);
if (piVar2[0xc] == 0) {
iVar6 = 0;
}
else {
iVar6 = piVar2[0xc] - *(int *)(gpGlobals + 0x58) >> 4;
}
Msg("%d: %s: team = \'%s\', avatar = \'%s\'\n",iVar6,uVar5,pcVar4,pcVar3);
}
iVar7 = iVar7 + 1;
} while (iVar7 <= *(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.