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 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.