L L4D2node

UTIL_HumansOnTeam

0x0042dc50 · 153 bytes · __cdecl

_Z17UTIL_HumansOnTeamib

Decompiled

undefined (2 params)

/* UTIL_HumansOnTeam(int, bool) */

int UTIL_HumansOnTeam(int param_1,bool param_2)

{
  char cVar1;
  CBaseEntity *this;
  int iVar2;
  int iVar3;
  int iVar4;
  
  if (*(int *)(gpGlobals + 0x14) < 1) {
    iVar4 = 0;
  }
  else {
    iVar3 = 1;
    iVar4 = 0;
    do {
      while ((((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), this == (CBaseEntity *)0x0 ||
               (cVar1 = (**(code **)(*(int *)this + 0x778))(this), cVar1 != '\0')) ||
              (iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 != param_1)) ||
             ((param_2 && (cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 == '\0'))))) {
        iVar3 = iVar3 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar3) {
          return iVar4;
        }
      }
      iVar3 = iVar3 + 1;
      iVar4 = iVar4 + 1;
    } while (iVar3 <= *(int *)(gpGlobals + 0x14));
  }
  return iVar4;
}

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)