L L4D2node

tv_clients

0x0016f730 · 399 bytes · __cdecl

_ZL10tv_clientsRK8CCommand

Decompiled

undefined (1 param)

/* tv_clients(CCommand const&) */

void tv_clients(CCommand *param_1)

{
  int *piVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  int iVar8;
  char *pcVar9;
  int iVar10;
  longdouble lVar11;
  longdouble lVar12;
  longdouble lVar13;
  int local_2c;
  
  if (hltv != 0) {
    cVar2 = (**(code **)(*(int *)(hltv + 4) + 0x58))(hltv + 4);
    if (cVar2 != '\0') {
      iVar10 = 0;
      local_2c = 0;
      while( true ) {
        iVar8 = (**(code **)(*(int *)(hltv + 4) + 0x20))(hltv + 4);
        if (iVar8 <= iVar10) break;
        piVar1 = *(int **)(*(int *)(hltv + 0x118) + iVar10 * 4);
        piVar3 = (int *)(**(code **)(*piVar1 + 0x20))(piVar1);
        if (piVar3 != (int *)0x0) {
          lVar11 = (longdouble)(**(code **)(*piVar3 + 0x34))(piVar3,0);
          lVar12 = (longdouble)(**(code **)(*piVar3 + 0x34))(piVar3,1);
          uVar4 = (**(code **)(*piVar3 + 4))(piVar3);
          pcVar9 = "(Relay)";
          lVar13 = (longdouble)(**(code **)(*piVar3 + 0xc))(piVar3);
          uVar5 = COM_FormatSeconds((int)lVar13);
          cVar2 = (**(code **)(*piVar1 + 0x7c))(piVar1);
          if (cVar2 == '\0') {
            pcVar9 = "";
          }
          uVar6 = (**(code **)(*piVar1 + 0x1c))(piVar1);
          uVar7 = (**(code **)(*piVar1 + 0x14))(piVar1);
          ConMsg("ID: %i, \"%s\" %s, Time %s, %s, In %.1f, Out %.1f.\n",uVar7,uVar6,pcVar9,uVar5,
                 uVar4,(double)((float)lVar12 * 0.0009765625),(double)((float)lVar11 * 0.0009765625)
                );
          local_2c = local_2c + 1;
        }
        iVar10 = iVar10 + 1;
      }
      ConMsg("--- Total %i connected clients ---\n",local_2c);
      return;
    }
  }
  ConMsg("SourceTV not active.\n");
  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)