L L4D2node

ForEachTerrorPlayer<SpecialSpottedScan>

0x00a0b7f0 · 203 bytes · __cdecl

_Z19ForEachTerrorPlayerI18SpecialSpottedScanEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<SpecialSpottedScan>(SpecialSpottedScan *param_1)

{
  char cVar1;
  int iVar2;
  CTerrorPlayer *this;
  int iVar3;
  
  iVar3 = 1;
  if (*(int *)(gpGlobals + 0x14) < 1) {
    return true;
  }
  do {
    while ((this = (CTerrorPlayer *)UTIL_PlayerByIndex(iVar3), this == (CTerrorPlayer *)0x0 ||
           (*(int *)(this + 0x30) == 0))) {
LAB_00a0b840:
      iVar3 = iVar3 + 1;
      if (*(int *)(gpGlobals + 0x14) < iVar3) {
        return true;
      }
    }
    if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
      cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
      if ((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) {
        iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
        cVar1 = IsASurvivorTeam(iVar2);
        if ((cVar1 != '\0') &&
           ((cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0' &&
            (iVar2 = CTerrorPlayer::GetSpottedSpawnID(this,*(undefined4 *)param_1),
            iVar2 == *(int *)(param_1 + 4))))) {
          param_1[8] = (SpecialSpottedScan)0x1;
          return false;
        }
      }
      goto LAB_00a0b840;
    }
    iVar3 = iVar3 + 1;
    if (*(int *)(gpGlobals + 0x14) < iVar3) {
      return true;
    }
  } while( 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)