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 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.