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 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.