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 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.