CBaseServer::GetNumPlayers
0x00106ce0 · 149 bytes · __thiscall
_ZN11CBaseServer13GetNumPlayersEv
Decompiled
undefined (1 param)
/* CBaseServer::GetNumPlayers() */
int __thiscall CBaseServer::GetNumPlayers(CBaseServer *this)
{
int iVar1;
int iVar2;
int *piVar3;
int iVar4;
int iVar5;
piVar3 = *(int **)(this + 200);
if (piVar3 == (int *)0x0) {
piVar3 = *(int **)(this + 0xbc);
if (piVar3 == (int *)0x0) {
return 0;
}
piVar3 = (int *)(**(code **)(*piVar3 + 0x10))(piVar3,"userinfo");
*(int **)(this + 200) = piVar3;
if (piVar3 == (int *)0x0) {
return 0;
}
}
iVar1 = (**(code **)(*piVar3 + 0x10))(piVar3);
if (iVar1 < 1) {
return 0;
}
iVar5 = 0;
iVar4 = 0;
do {
iVar2 = (**(code **)(**(int **)(this + 200) + 0x30))(*(int **)(this + 200),iVar5,0);
if (iVar2 != 0) {
iVar4 = iVar4 + (uint)(*(char *)(iVar2 + 0x74) == '\0');
}
iVar5 = iVar5 + 1;
} while (iVar5 != iVar1);
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.