L L4D2node

CBaseServer::GetMaxHumanPlayers

0x00109f20 · 53 bytes · __thiscall

_ZNK11CBaseServer18GetMaxHumanPlayersEv

Decompiled

undefined (1 param)

/* CBaseServer::GetMaxHumanPlayers() const */

void __thiscall CBaseServer::GetMaxHumanPlayers(CBaseServer *this)

{
  int iVar1;
  
  if (serverGameClients != (int *)0x0) {
    iVar1 = (**(code **)(*serverGameClients + 0x48))(serverGameClients);
    if (iVar1 != -1) {
      return;
    }
  }
                    /* WARNING: Could not recover jumptable at 0x00109f5d. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x18))();
  return;
}

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)