L L4D2node

CBaseTerrorIssue::CountPotentialVoters

0x00a05390 · 175 bytes · __cdecl

_ZN16CBaseTerrorIssue20CountPotentialVotersEv

Decompiled

undefined (0 params)

/* CBaseTerrorIssue::CountPotentialVoters() */

int CBaseTerrorIssue::CountPotentialVoters(void)

{
  char cVar1;
  int iVar2;
  int local_14;
  int local_10 [2];
  
  iVar2 = CBaseIssue::CountPotentialVoters();
  cVar1 = CVoteController::CanTeamCastVote(g_voteController,2);
  if (cVar1 != '\0') {
    local_14 = 0;
    local_10[0] = 0;
    TransitionedPlayerCount(&local_14,local_10,2);
    iVar2 = (iVar2 + local_14) - local_10[0];
  }
  cVar1 = CVoteController::CanTeamCastVote(g_voteController,3);
  if (cVar1 != '\0') {
    local_14 = 0;
    local_10[0] = 0;
    TransitionedPlayerCount(&local_14,local_10,3);
    iVar2 = (iVar2 + local_14) - local_10[0];
  }
  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)