UTIL_HumansInGame
0x00435fa0 · 216 bytes · __cdecl
_Z17UTIL_HumansInGameb
Decompiled
undefined (1 param)
/* UTIL_HumansInGame(bool) */
int UTIL_HumansInGame(bool param_1)
{
char *pcVar1;
int iVar2;
CBaseEntity *this;
int iVar3;
int iVar4;
if (*(int *)(gpGlobals + 0x14) < 1) {
iVar4 = 0;
}
else {
iVar3 = 1;
iVar4 = 0;
do {
while (this = (CBaseEntity *)CCSPlayer::Instance(iVar3), this == (CBaseEntity *)0x0) {
LAB_0043603e:
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) {
return iVar4;
}
}
if ((*(int *)(this + 0x30) != 0) &&
(*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) {
pcVar1 = (char *)(**(code **)(*(int *)this + 0xb8))(this);
if (((pcVar1 == "") ||
((iVar2 = _V_stricmp(pcVar1,""), iVar2 == 0 || (((byte)this[0x151] & 1) != 0)))) ||
((param_1 &&
(((iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 != 2 &&
(iVar2 = CBaseEntity::GetTeamNumber(this), iVar2 != 3)) ||
(*(int *)(this + 0x23bc) == 3)))))) goto LAB_0043603e;
iVar4 = iVar4 + 1;
}
iVar3 = iVar3 + 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.