L L4D2node

maxplayers

0x001fba70 · 239 bytes · __cdecl

_ZL10maxplayersRK8CCommand

Decompiled

undefined (1 param)

/* maxplayers(CCommand const&) */

void maxplayers(CCommand *param_1)

{
  undefined4 uVar1;
  int iVar2;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10 [3];
  
  if (*(int *)param_1 != 2) {
    uVar1 = CBaseServer::GetMaxClients((CBaseServer *)&sv);
    ConMsg("\"maxplayers\" is \"%u\"\n",uVar1);
    if (serverGameClients != (undefined4 *)0x0) {
      local_18 = 1;
      local_14 = 1;
      local_10[0] = 1;
      (**(code **)*serverGameClients)(serverGameClients,&local_18,&local_14,local_10);
      ConMsg("\"mininum_maxplayers\" is \"%u\"\n",local_18);
      ConMsg("\"absolute_maxplayers\" is \"%u\"\n",local_14);
      ConMsg("\"default_maxplayers\" is \"%u\"\n",local_10[0]);
      ConMsg("\"max_splitscreen_players\" is \"%u\"\n",DAT_003a1734);
    }
    return;
  }
  if (DAT_003b7f64 < 2) {
    iVar2 = V_atoi(*(char **)(param_1 + 0x40c));
    CGameServer::SetMaxClients((CGameServer *)&sv,iVar2);
    return;
  }
  ConMsg("Cannot change maxplayers while the server is running\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)