L L4D2node

CServerGameClients::GetMaxHumanPlayers

0x006c4510 · 32 bytes · __cdecl

_ZN18CServerGameClients18GetMaxHumanPlayersEv

Decompiled

undefined (0 params)

/* CServerGameClients::GetMaxHumanPlayers() */

undefined4 CServerGameClients::GetMaxHumanPlayers(void)

{
  undefined4 uVar1;
  int *piStack00000004;
  
  if (g_pGameRules != (int *)0x0) {
    piStack00000004 = g_pGameRules;
                    /* WARNING: Could not recover jumptable at 0x006c4528. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(*g_pGameRules + 0x224))();
    return uVar1;
  }
  return 0xffffffff;
}

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)