L L4D2node

ForEachTerrorPlayer<LiveSurvivorCounter>

0x00a03c40 · 262 bytes · __cdecl

_Z19ForEachTerrorPlayerI19LiveSurvivorCounterEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<LiveSurvivorCounter>(LiveSurvivorCounter *param_1)

{
  char cVar1;
  CBaseEntity *this;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this = (CBaseEntity *)UTIL_PlayerByIndex(iVar4);
      iVar3 = gpGlobals;
      if ((((((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) &&
            (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
           ((cVar1 = (**(code **)(*(int *)this + 0x16c))(this), iVar3 = gpGlobals, cVar1 != '\0' &&
            (*(int *)(this + 0x1f6c) != 2)))) &&
          ((cVar1 = (**(code **)(*(int *)this + 0x16c))(this), iVar3 = gpGlobals, cVar1 != '\0' &&
           ((cVar1 = (**(code **)(*(int *)this + 300))(this), iVar3 = gpGlobals, cVar1 != '\0' &&
            (iVar2 = CBaseEntity::GetTeamNumber(this), iVar3 = gpGlobals, iVar2 == 2)))))) &&
         (((((byte)*param_1 & 4) == 0 ||
           (cVar1 = (**(code **)(*(int *)this + 0x778))(this), iVar3 = gpGlobals, cVar1 == '\0')) &&
          (((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 == '\0' ||
            (iVar3 = gpGlobals, ((byte)*param_1 & 1) == 0)) &&
           ((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), iVar3 = gpGlobals, cVar1 != '\0' ||
            (((byte)*param_1 & 2) == 0)))))))) {
        *(int *)(param_1 + 4) = *(int *)(param_1 + 4) + 1;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 <= *(int *)(iVar3 + 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)