L L4D2node

director_print_player_counts

0x00875980 · 664 bytes · __cdecl

_ZL28director_print_player_countsRK8CCommand

Decompiled

undefined (1 param)

/* director_print_player_counts(CCommand const&) */

void director_print_player_counts(CCommand *param_1)

{
  CBasePlayer *pCVar1;
  char *pcVar2;
  undefined4 uVar3;
  int in_GS_OFFSET;
  int local_134;
  int local_130;
  undefined **local_12c;
  undefined1 local_128;
  undefined1 local_127;
  undefined4 local_24;
  int local_20;
  
  local_128 = 1;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_127 = 0;
  local_12c = &PTR_InitQuietTruncation_00c08ee8;
  local_24 = 0;
  pCVar1 = (CBasePlayer *)UTIL_GetCommandClient();
  TransitionedPlayerCount(&local_134,&local_130,2);
  if (pCVar1 == (CBasePlayer *)0x0) {
    Msg("%d transitioning survivors\n",local_134 - local_130);
    uVar3 = UTIL_HumansOnTeam(2,false);
    Msg("%d connected survivors\n",uVar3);
    TransitionedPlayerCount(&local_134,&local_130,3);
    Msg("%d transitioning infected\n",local_134 - local_130);
    uVar3 = UTIL_HumansOnTeam(3,false);
    Msg("%d connected infected\n",uVar3);
  }
  else {
    pcVar2 = (char *)CFmtStrN<256>::sprintf
                               ((CFmtStrN<256> *)&local_12c,"%d transitioning survivors\n",
                                local_134 - local_130);
    ClientPrint(pCVar1,3,pcVar2,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
    uVar3 = UTIL_HumansOnTeam(2,false);
    pcVar2 = (char *)CFmtStrN<256>::sprintf
                               ((CFmtStrN<256> *)&local_12c,"%d connected survivors\n",uVar3);
    ClientPrint(pCVar1,3,pcVar2,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
    TransitionedPlayerCount(&local_134,&local_130,3);
    pcVar2 = (char *)CFmtStrN<256>::sprintf
                               ((CFmtStrN<256> *)&local_12c,"%d transitioning infected\n",
                                local_134 - local_130);
    ClientPrint(pCVar1,3,pcVar2,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
    uVar3 = UTIL_HumansOnTeam(3,false);
    pcVar2 = (char *)CFmtStrN<256>::sprintf
                               ((CFmtStrN<256> *)&local_12c,"%d connected infected\n",uVar3);
    ClientPrint(pCVar1,3,pcVar2,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)