L L4D2node

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 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)