L L4D2node

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 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)