L L4D2node

CHLTVDirector::BuildActivePlayerList

0x006d9930 · 153 bytes · __thiscall

_ZN13CHLTVDirector21BuildActivePlayerListEv

Decompiled

undefined (1 param)

/* CHLTVDirector::BuildActivePlayerList() */

void __thiscall CHLTVDirector::BuildActivePlayerList(CHLTVDirector *this)

{
  char cVar1;
  CBaseEntity *this_00;
  int iVar2;
  int iVar3;
  
  iVar2 = gpGlobals;
  iVar3 = 1;
  *(undefined4 *)(this + 0x148) = 0;
  if (0 < *(int *)(iVar2 + 0x14)) {
    do {
      while ((((this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), this_00 == (CBaseEntity *)0x0 ||
               (cVar1 = (**(code **)(*(int *)this_00 + 300))(this_00), cVar1 == '\0')) ||
              (((byte)this_00[0x1d20] & 8) != 0)) ||
             (iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 < 2))) {
        iVar3 = iVar3 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar3) {
          return;
        }
      }
      iVar2 = *(int *)(this + 0x148);
      iVar3 = iVar3 + 1;
      *(CBaseEntity **)(this + iVar2 * 4 + 0x14c) = this_00;
      *(int *)(this + 0x148) = iVar2 + 1;
    } while (iVar3 <= *(int *)(gpGlobals + 0x14));
  }
  return;
}

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)