CSteamWorksGameStatsUploader::GetHumanCountInGame
0x004c6a70 · 126 bytes · __cdecl
_ZN28CSteamWorksGameStatsUploader19GetHumanCountInGameEv
Decompiled
undefined (0 params)
/* CSteamWorksGameStatsUploader::GetHumanCountInGame() */
undefined4 CSteamWorksGameStatsUploader::GetHumanCountInGame(void)
{
undefined4 uVar1;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_20 = 0;
local_1c = 0;
local_18 = 0;
local_14 = 0;
local_10 = 0;
local_30 = 0xffffffff;
local_2c = 7;
local_28 = 1;
local_24 = 9;
/* try { // try from 004c6abd to 004c6ac1 has its CatchHandler @ 004c6aee */
ForEachTerrorPlayer<PlayerCollector>((PlayerCollector *)&local_30);
uVar1 = local_14;
local_14 = 0;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_20);
local_10 = local_20;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_20);
return uVar1;
}
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.