UTIL_IsTeamAllBots
0x0042de80 · 138 bytes · __cdecl
_Z18UTIL_IsTeamAllBotsi
Decompiled
undefined (1 param)
/* UTIL_IsTeamAllBots(int) */
undefined4 UTIL_IsTeamAllBots(int param_1)
{
CBaseEntity *this;
int iVar1;
undefined4 uVar2;
int iVar3;
int local_20;
if (*(int *)(gpGlobals + 0x14) < 1) {
uVar2 = 0;
}
else {
iVar3 = 1;
local_20 = 0;
do {
while ((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), this != (CBaseEntity *)0x0 &&
(iVar1 = CBaseEntity::GetTeamNumber(this), iVar1 == param_1))) {
uVar2 = (**(code **)(*(int *)this + 0x778))(this);
if ((char)uVar2 == '\0') {
return uVar2;
}
iVar3 = iVar3 + 1;
local_20 = local_20 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) goto LAB_0042df00;
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(int *)(gpGlobals + 0x14));
LAB_0042df00:
uVar2 = CONCAT31((int3)((uint)local_20 >> 8),local_20 != 0);
}
return uVar2;
}
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.