users
0x001fb410 · 232 bytes · __cdecl
_ZL5usersRK8CCommand
Decompiled
undefined (1 param)
/* users(CCommand const&) */
void users(CCommand *param_1)
{
int iVar1;
char cVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
int *piVar6;
int iVar7;
int local_28;
if (DAT_003b7f64 < 2) {
ConMsg("Can\'t \'users\', not running a server\n");
return;
}
ConMsg("<slot:userid:\"name\">\n");
if (DAT_003b8080 < 1) {
local_28 = 0;
}
else {
iVar7 = 0;
local_28 = 0;
do {
while( true ) {
iVar1 = *(int *)(DAT_003b8074 + iVar7 * 4);
piVar6 = (int *)(iVar1 + 4);
if (iVar1 == 0) {
piVar6 = (int *)0x0;
}
cVar2 = (**(code **)(*piVar6 + 0x80))(piVar6);
if (cVar2 == '\0') break;
iVar7 = iVar7 + 1;
uVar3 = (**(code **)(*piVar6 + 0x48))(piVar6);
uVar4 = (**(code **)(*piVar6 + 0x40))(piVar6);
uVar5 = (**(code **)(*piVar6 + 0x3c))(piVar6);
ConMsg("%i:%i:\"%s\"\n",uVar5,uVar4,uVar3);
local_28 = local_28 + 1;
if (DAT_003b8080 <= iVar7) goto LAB_001fb4c5;
}
iVar7 = iVar7 + 1;
} while (iVar7 < DAT_003b8080);
}
LAB_001fb4c5:
ConMsg("%i users\n",local_28);
return;
}
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.