L L4D2node

CCSGameRules::TeamFull

0x00434cf0 · 83 bytes · __thiscall

_ZN12CCSGameRules8TeamFullEi

Decompiled

undefined (2 params)

/* CCSGameRules::TeamFull(int) */

undefined4 __thiscall CCSGameRules::TeamFull(CCSGameRules *this,int param_1)

{
  CCSGameRules *unaff_EBX;
  
  if (this[0x255] == (CCSGameRules)0x0) {
    CheckLevelInitialized(unaff_EBX);
  }
  if (param_1 != 2) {
    if (param_1 != 3) {
      return 0;
    }
    return CONCAT31((int3)((uint)*(int *)(this + 0x298) >> 8),
                    *(int *)(this + 0x298) <= *(int *)(this + 0x270));
  }
  return CONCAT31((int3)((uint)*(int *)(this + 0x294) >> 8),
                  *(int *)(this + 0x294) <= *(int *)(this + 0x26c));
}

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)