L L4D2node

UTIL_BotsInGame

0x0042dd00 · 88 bytes · unknown

_Z15UTIL_BotsInGamev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UTIL_BotsInGame() */

int UTIL_BotsInGame(void)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  
  if (*(int *)(gpGlobals + 0x14) < 1) {
    iVar4 = 0;
  }
  else {
    iVar3 = 1;
    iVar4 = 0;
    do {
      piVar2 = (int *)UTIL_PlayerByIndex(iVar3);
      if (piVar2 != (int *)0x0) {
        cVar1 = (**(code **)(*piVar2 + 0x778))(piVar2);
        iVar4 = (iVar4 + 1) - (uint)(cVar1 == '\0');
      }
      iVar3 = iVar3 + 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)