L L4D2node

CountTransitioningPlayers

0x00a04fa0 · 94 bytes · unknown

_Z25CountTransitioningPlayersv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CountTransitioningPlayers() */

int CountTransitioningPlayers(void)

{
  int local_1c [6];
  
  local_1c[0] = 0;
  local_1c[1] = 0;
  TransitionedPlayerCount(local_1c,local_1c + 1,2);
  local_1c[2] = 0;
  local_1c[3] = 0;
  TransitionedPlayerCount(local_1c + 2,local_1c + 3,3);
  return local_1c[0] + local_1c[2];
}

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)