L L4D2node

CTeamplayRoundBasedRules::CountActivePlayers

0x004c8c00 · 100 bytes · __cdecl

_ZN24CTeamplayRoundBasedRules18CountActivePlayersEv

Decompiled

undefined (0 params)

/* CTeamplayRoundBasedRules::CountActivePlayers() */

int CTeamplayRoundBasedRules::CountActivePlayers(void)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    iVar3 = 1;
    do {
      piVar2 = (int *)UTIL_PlayerByIndex(iVar3);
      if (piVar2 != (int *)0x0) {
        cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
        if (cVar1 != '\0') {
          cVar1 = (**(code **)(*piVar2 + 0x750))(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)