TransitionedPlayerCount
0x008f5ef0 · 213 bytes · __cdecl
_Z23TransitionedPlayerCountPiS_i
Decompiled
undefined (3 params)
/* TransitionedPlayerCount(int*, int*, int) */
void TransitionedPlayerCount(int *param_1,int *param_2,int param_3)
{
char cVar1;
int iVar2;
int iVar3;
if (param_1 != (int *)0x0) {
*param_1 = 0;
}
if (param_2 != (int *)0x0) {
*param_2 = 0;
}
cVar1 = CDirector::IsInTransition(TheDirector);
if ((cVar1 != '\0') && (0 < DAT_0100e518)) {
iVar3 = 0;
do {
while( true ) {
iVar2 = KeyValues::GetInt(*(KeyValues **)(g_SavedPlayers + iVar3 * 4),"teamNumber",0);
if (param_3 == iVar2) break;
LAB_008f5f40:
iVar3 = iVar3 + 1;
if (DAT_0100e518 <= iVar3) {
return;
}
}
if (param_1 != (int *)0x0) {
*param_1 = *param_1 + 1;
}
iVar2 = KeyValues::GetInt(*(KeyValues **)(g_SavedPlayers + iVar3 * 4),"restoreState",0);
if ((iVar2 == 0) || (param_2 == (int *)0x0)) goto LAB_008f5f40;
iVar3 = iVar3 + 1;
*param_2 = *param_2 + 1;
} while (iVar3 < DAT_0100e518);
}
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.