L L4D2node

CBaseServer::GetNumProxies

0x00106c70 · 107 bytes · __thiscall

_ZNK11CBaseServer13GetNumProxiesEv

Decompiled

undefined (1 param)

/* CBaseServer::GetNumProxies() const */

int __thiscall CBaseServer::GetNumProxies(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 + 0x7c))(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 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)