L L4D2node

CBaseClient::GetNumPlayers

0x000f8010 · 84 bytes · __thiscall

_ZN11CBaseClient13GetNumPlayersEv

Decompiled

undefined (1 param)

/* CBaseClient::GetNumPlayers() */

int __thiscall CBaseClient::GetNumPlayers(CBaseClient *this)

{
  char cVar1;
  int iVar2;
  int iVar3;
  
  cVar1 = (**(code **)(*(int *)this + 0x94))(this);
  if (cVar1 == '\0') {
    iVar3 = 0;
    iVar2 = 0;
    do {
      iVar2 = (iVar2 + 1) - (uint)(*(int *)(this + iVar3 * 4 + 0x18) == 0);
      iVar3 = iVar3 + 1;
    } while (iVar3 != 4);
    return iVar2;
  }
  if (*(int **)(this + 0x28) != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x000f8040. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    iVar2 = (**(code **)(**(int **)(this + 0x28) + 0x10c))();
    return iVar2;
  }
  return 0;
}

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)