L L4D2node

ForEachPlayer<UnusedSurvivorCharacter>

0x009ebc70 · 694 bytes · __cdecl

_Z13ForEachPlayerI23UnusedSurvivorCharacterEbRT_

Decompiled

bool (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* bool ForEachPlayer<UnusedSurvivorCharacter>(UnusedSurvivorCharacter&) */

bool ForEachPlayer<UnusedSurvivorCharacter>(UnusedSurvivorCharacter *param_1)

{
  char cVar1;
  int iVar2;
  CBaseEntity *this;
  int iVar3;
  int iVar4;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_28;
  undefined4 local_24;
  int local_20;
  
  local_34 = 0;
  local_30 = 0;
  if (___atan2f_finite == 0) {
    local_20 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_34,0,0,0,0,"/data/src/game/server/player.h",0x595,
               &ForEachPlayer<UnusedSurvivorCharacter>(UnusedSurvivorCharacter&)::tm_fmt,"(%s)%s",
               "Unaccounted","ForEachPlayer");
    local_20 = ___atan2f_finite;
  }
  iVar4 = _DAT_0105db00;
  local_28 = local_34;
  local_24 = local_30;
                    /* try { // try from 009ebe26 to 009ebe74 has its CatchHandler @ 009ebf65 */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar3 = ThreadGetCurrentId(), iVar4 == iVar3)) {
    if ((char *)*_DAT_0105d15c != "ForEachPlayer") {
      _DAT_0105d15c =
           (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc0d94f,(char *)0x1,0xbfafa1);
    }
    CVProfNode::EnterScope();
    DAT_0105d158 = '\0';
  }
  if (0 < *(int *)(gpGlobals + 0x14)) {
    iVar4 = 1;
    do {
      while ((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar4), this == (CBaseEntity *)0x0 ||
             (*(int *)(this + 0x30) == 0))) {
LAB_009ebd80:
        iVar4 = iVar4 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar4) goto LAB_009ebdbc;
      }
      if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
                    /* try { // try from 009ebd4d to 009ebd94 has its CatchHandler @ 009ebf44 */
        cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
                    /* try { // try from 009ebed5 to 009ebf2f has its CatchHandler @ 009ebf44 */
        if (((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
           ((this != *(CBaseEntity **)param_1 &&
            ((iVar3 = *(int *)(param_1 + 0x18), iVar2 = CBaseEntity::GetTeamNumber(this),
             iVar3 == iVar2 && (cVar1 = (**(code **)(*(int *)this + 0x16c))(this), cVar1 != '\0'))))
           )) {
          if (0 < *(int *)(param_1 + 0x10)) {
            iVar3 = 0;
            if (*(int *)(this + 0x2ba0) != **(int **)(param_1 + 4)) {
              do {
                iVar3 = iVar3 + 1;
                if (iVar3 == *(int *)(param_1 + 0x10)) goto LAB_009ebd80;
              } while (*(int *)(this + 0x2ba0) != (*(int **)(param_1 + 4))[iVar3]);
              if (iVar3 == -1) goto LAB_009ebd80;
            }
            CUtlVector<SurvivorCharacterType,CUtlMemory<SurvivorCharacterType,int>>::
            ShiftElementsLeft((CUtlVector<SurvivorCharacterType,CUtlMemory<SurvivorCharacterType,int>>
                               *)(param_1 + 4),iVar3,1);
            *(int *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + -1;
          }
        }
        goto LAB_009ebd80;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 <= *(int *)(gpGlobals + 0x14));
  }
LAB_009ebdbc:
  iVar4 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar3 = ThreadGetCurrentId(), iVar4 == iVar3)) {
    cVar1 = CVProfNode::ExitScope();
    if (cVar1 != '\0') {
      _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
    }
    DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
  }
  if (local_20 != 0) {
    (**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
  }
  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)