CBaseServer::GetNumFakeClients
0x00106bb0 · 107 bytes · __thiscall
_ZNK11CBaseServer17GetNumFakeClientsEv
Decompiled
undefined (1 param)
/* CBaseServer::GetNumFakeClients() const */
int __thiscall CBaseServer::GetNumFakeClients(CBaseServer *this)
{
int *piVar1;
char cVar2;
int iVar3;
int iVar4;
if (*(int *)(this + 0x120) < 1) {
iVar4 = 0;
}
else {
iVar3 = 0;
iVar4 = 0;
do {
while (piVar1 = *(int **)(*(int *)(this + 0x114) + iVar3 * 4),
cVar2 = (**(code **)(*piVar1 + 0x6c))(piVar1), cVar2 != '\0') {
piVar1 = *(int **)(*(int *)(this + 0x114) + iVar3 * 4);
cVar2 = (**(code **)(*piVar1 + 0x78))(piVar1);
iVar4 = (iVar4 + 1) - (uint)(cVar2 == '\0');
iVar3 = iVar3 + 1;
if (*(int *)(this + 0x120) <= iVar3) {
return iVar4;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0x120));
}
return iVar4;
}
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.