L L4D2node

ForEachTerrorPlayer<SpawnablePZScan>

0x00a62880 · 335 bytes · __cdecl

_Z19ForEachTerrorPlayerI15SpawnablePZScanEbRT_

Decompiled

bool (1 param)

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

bool ForEachTerrorPlayer<SpawnablePZScan>(SpawnablePZScan *param_1)

{
  char cVar1;
  CBaseEntity *this;
  int iVar2;
  int iVar3;
  
  iVar3 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this = (CBaseEntity *)UTIL_PlayerByIndex(iVar3);
      if (((((this != (CBaseEntity *)0x0) && (*(int *)(this + 0x30) != 0)) &&
           (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
          ((cVar1 = (**(code **)(*(int *)this + 0x16c))(this), cVar1 != '\0' &&
           (*(int *)(this + 0x1f6c) != 2)))) &&
         (((cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 == '\0' ||
           (cVar1 = (**(code **)(*(int *)this + 0x558))(this), cVar1 != '\0')) &&
          (iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == 3)))) {
        cVar1 = CBasePlayer::IsDead((CBasePlayer *)this);
        if (cVar1 == '\0') {
          iVar2 = *(int *)(param_1 + 4);
        }
        else {
          if (*(int *)(this + 0x23bc) == 4) goto LAB_00a62905;
          iVar2 = *(int *)(param_1 + 4);
        }
        if (iVar2 == 0) {
          cVar1 = (**(code **)(*(int *)this + 0x778))(this);
          if (cVar1 != '\0') goto LAB_00a62905;
          iVar2 = *(int *)(param_1 + 4);
        }
        if (((iVar2 != 1) || (cVar1 = (**(code **)(*(int *)this + 0x778))(this), cVar1 != '\0')) &&
           ((cVar1 = (**(code **)(*(int *)this + 0x548))(this,*(undefined4 *)(param_1 + 8)),
            cVar1 != '\0' && (*(float *)(this + 0x1d5c) <= *(float *)(gpGlobals + 0xc) + 1.0)))) {
          *(CBaseEntity **)param_1 = this;
          return false;
        }
      }
LAB_00a62905:
      iVar3 = iVar3 + 1;
    } while (iVar3 <= *(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)