L L4D2node

CGamePlayerZone::InputCountPlayersInZone

0x006f22d0 · 694 bytes · __thiscall

_ZN15CGamePlayerZone23InputCountPlayersInZoneER11inputdata_t

Decompiled

undefined (2 params)

/* CGamePlayerZone::InputCountPlayersInZone(inputdata_t&) */

void __thiscall CGamePlayerZone::InputCountPlayersInZone(CGamePlayerZone *this,inputdata_t *param_1)

{
  undefined4 uVar1;
  char cVar2;
  CBaseEntity *this_00;
  Vector *pVVar3;
  Vector *pVVar4;
  uint uVar5;
  int iVar6;
  int local_90;
  int local_8c;
  undefined4 *local_88;
  int local_78;
  int local_74;
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  undefined4 local_64;
  undefined4 local_60;
  char local_39;
  
  if ((*(int *)(this + 0x440) == 0) ||
     (cVar2 = UTIL_IsMasterTriggered(*(undefined4 *)(this + 0x440),*(undefined4 *)param_1),
     cVar2 != '\0')) {
    local_90 = 0;
    local_8c = 0;
    if (0 < *(int *)(gpGlobals + 0x14)) {
      iVar6 = 1;
      do {
        while (this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar6), this_00 == (CBaseEntity *)0x0) {
LAB_006f237d:
          iVar6 = iVar6 + 1;
          if (*(int *)(gpGlobals + 0x14) < iVar6) goto LAB_006f2440;
        }
        uVar5 = *(uint *)(this_00 + 0x150) >> 1 & 1;
        pVVar3 = (Vector *)NAI_Hull::Maxs(uVar5);
        pVVar4 = (Vector *)NAI_Hull::Mins(uVar5);
        if ((((byte)this_00[0x14d] & 8) != 0) &&
           (CBaseEntity::CalcAbsolutePosition(this_00), ((byte)this_00[0x14d] & 8) != 0)) {
          CBaseEntity::CalcAbsolutePosition(this_00);
        }
        UTIL_TraceModel((Vector *)(this_00 + 0x2e0),(Vector *)(this_00 + 0x2e0),pVVar4,pVVar3,
                        (CBaseEntity *)this,0,(CGameTrace *)&local_70);
        if (local_39 != '\0') {
          local_8c = local_8c + 1;
          COutputEvent::FireOutput((COutputEvent *)(this + 0x444),this_00,(CBaseEntity *)this,0.0);
          goto LAB_006f237d;
        }
        iVar6 = iVar6 + 1;
        local_90 = local_90 + 1;
        COutputEvent::FireOutput((COutputEvent *)(this + 0x45c),this_00,(CBaseEntity *)this,0.0);
      } while (iVar6 <= *(int *)(gpGlobals + 0x14));
    }
LAB_006f2440:
    local_88 = &local_70;
    uVar1 = *(undefined4 *)param_1;
    local_78 = local_8c;
    variant_t::Set((variant_t *)(this + 0x474),5,&local_78);
    local_70 = *(undefined4 *)(this + 0x474);
    local_6c = *(undefined4 *)(this + 0x478);
    local_68 = *(undefined4 *)(this + 0x47c);
    local_64 = *(undefined4 *)(this + 0x480);
    local_60 = *(undefined4 *)(this + 0x484);
    CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x474),local_88,uVar1,this,0);
    uVar1 = *(undefined4 *)param_1;
    local_74 = local_90;
    variant_t::Set((variant_t *)(this + 0x48c),5,&local_74);
    local_70 = *(undefined4 *)(this + 0x48c);
    local_6c = *(undefined4 *)(this + 0x490);
    local_68 = *(undefined4 *)(this + 0x494);
    local_64 = *(undefined4 *)(this + 0x498);
    local_60 = *(undefined4 *)(this + 0x49c);
    CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x48c),local_88,uVar1,this,0);
  }
  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)