L L4D2node

CDirector::GetActivePlayerCount

0x00878120 · 103 bytes · __thiscall

_ZNK9CDirector20GetActivePlayerCountEiNS_15PlayerCountTypeE

Decompiled

undefined (3 params)

/* CDirector::GetActivePlayerCount(int, CDirector::PlayerCountType) const */

int __thiscall CDirector::GetActivePlayerCount(undefined4 this,int param_1,int param_3)

{
  int *piVar1;
  int iVar2;
  int local_10;
  
  if (param_3 != 0) {
    piVar1 = (int *)GetGlobalTeam(param_1);
    iVar2 = (**(code **)(*piVar1 + 0x354))(piVar1);
    if (param_1 == 2) {
      local_10 = 0;
      ForEachTerrorPlayer<SurvivorBotPlaceholderCount>((SurvivorBotPlaceholderCount *)&local_10);
      iVar2 = iVar2 - local_10;
    }
    return iVar2;
  }
  iVar2 = UTIL_HumansOnTeam(param_1,false);
  return iVar2;
}

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)