CCSPlayer::ListPlayers
0x00659460 · 443 bytes · __thiscall
_ZN9CCSPlayer11ListPlayersEv
Decompiled
undefined (1 param)
/* CCSPlayer::ListPlayers() */
void __thiscall CCSPlayer::ListPlayers(CCSPlayer *this)
{
char cVar1;
int iVar2;
CBaseEntity *this_00;
undefined4 uVar3;
undefined4 uVar4;
int iVar5;
int in_GS_OFFSET;
char local_60 [64];
int local_20;
iVar5 = 1;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
iVar2 = UTIL_PlayerByIndex(iVar5);
if (((iVar2 != 0) &&
(this_00 = (CBaseEntity *)__dynamic_cast(iVar2,&CBasePlayer::typeinfo,&typeinfo,0),
this_00 != (CBaseEntity *)0x0)) && (iVar2 = CBaseEntity::IsDormant(this_00), iVar2 == 0))
{
cVar1 = (**(code **)(*(int *)this_00 + 0x778))(this_00);
if (cVar1 == '\0') {
uVar3 = (**(code **)(*(int *)this_00 + 0xb8))(this_00);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_00 + 0x30));
V_snprintf(local_60,0x40," %d : %s",uVar4,uVar3);
}
else {
uVar3 = (**(code **)(*(int *)this_00 + 0xb8))(this_00);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_00 + 0x30));
V_snprintf(local_60,0x40,"B %d : %s",uVar4,uVar3);
}
ClientPrint((CBasePlayer *)this,2,local_60,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
}
iVar5 = iVar5 + 1;
} while (iVar5 <= *(int *)(gpGlobals + 0x14));
}
ClientPrint((CBasePlayer *)this,2,"\n",(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
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.