L L4D2node

ForEachSurvivor<MostRecentITFlowDistance>

0x00a62ad0 · 792 bytes · __cdecl

_Z15ForEachSurvivorI24MostRecentITFlowDistanceEbRT_

Decompiled

bool (1 param)

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

bool ForEachSurvivor<MostRecentITFlowDistance>(MostRecentITFlowDistance *param_1)

{
  float fVar1;
  char cVar2;
  CBaseEntity *this;
  int iVar3;
  int iVar4;
  longdouble lVar5;
  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/terror/terrorplayer.h",
               0xb2c,&ForEachSurvivor<MostRecentITFlowDistance>(MostRecentITFlowDistance&)::tm_fmt,
               "(%s)%s","Unaccounted","ForEachSurvivor");
    local_20 = ___atan2f_finite;
  }
  iVar4 = _DAT_0105db00;
  local_28 = local_34;
  local_24 = local_30;
                    /* try { // try from 00a62c66 to 00a62cb4 has its CatchHandler @ 00a62e16 */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar3 = ThreadGetCurrentId(), iVar4 == iVar3)) {
    if ((char *)*_DAT_0105d15c != "ForEachSurvivor") {
      _DAT_0105d15c =
           (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc21c28,(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_00a62bc8:
        iVar4 = iVar4 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar4) goto LAB_00a62c04;
      }
      if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
                    /* try { // try from 00a62b9d to 00a62bdc has its CatchHandler @ 00a62df5 */
        cVar2 = (**(code **)(*(int *)this + 0x16c))(this);
                    /* try { // try from 00a62d1a to 00a62dd4 has its CatchHandler @ 00a62df5 */
        if (((((cVar2 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
             ((iVar3 = CBaseEntity::GetTeamNumber(this), iVar3 == 2 &&
              ((((cVar2 = (**(code **)(*(int *)this + 0x16c))(this), cVar2 != '\0' &&
                 (cVar2 = (**(code **)(*(int *)this + 300))(this), cVar2 != '\0')) &&
                (iVar3 = CBaseEntity::GetTeamNumber(this), iVar3 == 2)) &&
               ((cVar2 = (**(code **)(*(int *)this + 0x550))(this), cVar2 != '\0' &&
                (fVar1 = *(float *)(this + 0x3260), lVar5 = (longdouble)CountdownTimer::Now(),
                *(float *)(param_1 + 8) <= fVar1 - (float)lVar5)))))))) &&
            (iVar3 = (**(code **)(*(int *)this + 0x52c))(this), iVar3 != 0)) &&
           (0.0 <= *(float *)(iVar3 + 0x154))) {
          *(float *)(param_1 + 4) = *(float *)(iVar3 + 0x154);
          fVar1 = *(float *)(this + 0x3260);
          lVar5 = (longdouble)CountdownTimer::Now();
          *param_1 = (MostRecentITFlowDistance)0x1;
          *(float *)(param_1 + 8) = fVar1 - (float)lVar5;
        }
        goto LAB_00a62bc8;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 <= *(int *)(gpGlobals + 0x14));
  }
LAB_00a62c04:
  iVar4 = _DAT_0105db00;
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar3 = ThreadGetCurrentId(), iVar4 == iVar3)) {
    cVar2 = CVProfNode::ExitScope();
    if (cVar2 != '\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)