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 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.