CCSGameRules::TeamStacked
0x00437d10 · 119 bytes · __thiscall
_ZN12CCSGameRules11TeamStackedEii
Decompiled
undefined (3 params)
/* CCSGameRules::TeamStacked(int, int) */
bool __thiscall CCSGameRules::TeamStacked(CCSGameRules *this,int param_1,int param_2)
{
int iVar1;
bool bVar2;
if (param_1 == param_2) {
return false;
}
iVar1 = *(int *)(mp_limitteams._28_4_ + 0x30);
bVar2 = false;
if (iVar1 != 0) {
if (param_1 == 2) {
if (1 < (uint)param_2) {
return iVar1 + *(int *)(this + 0x270) + -1 <= *(int *)(this + 0x26c);
}
return iVar1 + *(int *)(this + 0x270) <= *(int *)(this + 0x26c);
}
if (param_1 == 3) {
if ((uint)param_2 < 2) {
return iVar1 + *(int *)(this + 0x26c) <= *(int *)(this + 0x270);
}
bVar2 = iVar1 + *(int *)(this + 0x26c) + -1 <= *(int *)(this + 0x270);
}
}
return bVar2;
}
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.