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 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.