L L4D2node

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 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)