L L4D2node

CCSGameRules::GetHumanTeam

0x00437b30 · 144 bytes · __cdecl

_ZN12CCSGameRules12GetHumanTeamEv

Decompiled

undefined (0 params)

/* CCSGameRules::GetHumanTeam() */

undefined4 CCSGameRules::GetHumanTeam(void)

{
  int iVar1;
  char *pcVar2;
  
  if ((mp_humanteam[0x15] & 0x10) == 0) {
    pcVar2 = *(char **)(mp_humanteam._28_4_ + 0x24);
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
    else if (pcVar2 == "CT") {
      return 3;
    }
  }
  else {
    pcVar2 = "FCVAR_NEVER_AS_STRING";
  }
  iVar1 = _V_stricmp("CT",pcVar2);
  if (iVar1 == 0) {
    return 3;
  }
  if ((mp_humanteam[0x15] & 0x10) == 0) {
    pcVar2 = *(char **)(mp_humanteam._28_4_ + 0x24);
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
    else if (pcVar2 == "T") {
      return 2;
    }
  }
  else {
    pcVar2 = "FCVAR_NEVER_AS_STRING";
  }
  iVar1 = _V_stricmp("T",pcVar2);
  if (iVar1 == 0) {
    return 2;
  }
  return 0;
}

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)