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 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.