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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.