L L4D2node

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 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)