ForEachSurvivor<TriggerEscapeCounter>
0x00b239e0 · 732 bytes · __cdecl
_Z15ForEachSurvivorI20TriggerEscapeCounterEbRT_
Decompiled
bool (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* bool ForEachSurvivor<TriggerEscapeCounter>(TriggerEscapeCounter&) */
bool ForEachSurvivor<TriggerEscapeCounter>(TriggerEscapeCounter *param_1)
{
char cVar1;
CBaseEntity *this;
int iVar2;
uint uVar3;
int iVar4;
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<TriggerEscapeCounter>(TriggerEscapeCounter&)::tm_fmt,"(%s)%s",
"Unaccounted","ForEachSurvivor");
local_20 = ___atan2f_finite;
}
iVar4 = _DAT_0105db00;
local_28 = local_34;
local_24 = local_30;
/* try { // try from 00b23b76 to 00b23bc4 has its CatchHandler @ 00b23cea */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar2 = ThreadGetCurrentId(), iVar4 == iVar2)) {
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_00b23ad8:
iVar4 = iVar4 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar4) goto LAB_00b23b14;
}
if (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0) {
/* try { // try from 00b23aad to 00b23aec has its CatchHandler @ 00b23cc9 */
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
if (((cVar1 != '\0') && (*(int *)(this + 0x1f6c) != 2)) &&
(iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 == 2)) {
/* try { // try from 00b23c2a to 00b23cc0 has its CatchHandler @ 00b23cc9 */
cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
if (cVar1 == '\0') {
this = (CBaseEntity *)0x0;
}
cVar1 = (**(code **)(*(int *)this + 300))(this);
if (cVar1 != '\0') {
*(int *)(param_1 + 4) = *(int *)(param_1 + 4) + 1;
uVar3 = CBaseTrigger::IsTouching(*(CBaseTrigger **)param_1,this);
*(uint *)(param_1 + 8) = *(int *)(param_1 + 8) + (uVar3 & 0xff);
cVar1 = CBaseTrigger::IsTouching(*(CBaseTrigger **)param_1,this);
uVar3 = 0;
if (cVar1 != '\0') {
uVar3 = (**(code **)(*(int *)this + 0x778))(this);
uVar3 = (uVar3 ^ 1) & 0xff;
}
*(uint *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + uVar3;
cVar1 = (**(code **)(*(int *)this + 0x7e8))(this);
uVar3 = 0;
if (cVar1 == '\0') {
uVar3 = (**(code **)(*(int *)this + 0x778))(this);
uVar3 = (uVar3 ^ 1) & 0xff;
}
*(uint *)(param_1 + 0x10) = *(int *)(param_1 + 0x10) + uVar3;
}
}
goto LAB_00b23ad8;
}
iVar4 = iVar4 + 1;
} while (iVar4 <= *(int *)(gpGlobals + 0x14));
}
LAB_00b23b14:
iVar4 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar2 = ThreadGetCurrentId(), iVar4 == iVar2)) {
cVar1 = CVProfNode::ExitScope();
if (cVar1 != '\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 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.