ForEachTerrorPlayer<DumpData>
0x009ea870 · 338 bytes · __cdecl
_Z19ForEachTerrorPlayerI8DumpDataEbRT_
Decompiled
bool (1 param)
/* bool ForEachTerrorPlayer<DumpData>(DumpData&) */
bool ForEachTerrorPlayer<DumpData>(DumpData *param_1)
{
int iVar1;
char cVar2;
CBaseEntity *this;
int iVar3;
undefined4 uVar4;
int iVar5;
double dVar6;
double dVar7;
undefined8 uVar8;
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), iVar3 == 3 &&
(cVar2 = (**(code **)(*(int *)this + 0x778))(this), cVar2 == '\0')))))) {
uVar4 = (**(code **)(*(int *)this + 0xb8))(this);
DevMsg("%s:\n",uVar4);
dVar7 = (double)*(float *)(this + 0x2d50);
if (*(int *)(this + 0x2d58) == 0) {
dVar6 = -1.0;
}
else {
dVar6 = (double)(*(float *)(this + 0x2d54) / (float)*(int *)(this + 0x2d58));
}
iVar3 = 0;
DevMsg(" Dead wait time = %3.2f / %3.2f / %3.2f \n",(double)*(float *)(this + 0x2d4c),dVar6
,dVar7);
do {
uVar4 = ZombieClassName(iVar3);
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
uVar8 = CONCAT44(uVar4,*(undefined4 *)(this + iVar1 + 0x2d14));
DevMsg(" %d: %s\n",*(undefined4 *)(this + iVar1 + 0x2d14),uVar4,dVar6,dVar7);
} while (iVar3 != 9);
DevMsg("\n",uVar8,dVar6,dVar7);
}
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.