L L4D2node

CCSGameRules::SwapAllPlayers

0x00438410 · 40 bytes · __thiscall

_ZN12CCSGameRules14SwapAllPlayersEv

Decompiled

undefined (1 param)

/* CCSGameRules::SwapAllPlayers() */

void __thiscall CCSGameRules::SwapAllPlayers(CCSGameRules *this)

{
  undefined2 uVar1;
  
  uVar1 = *(undefined2 *)(this + 0x28a);
  *(undefined2 *)(this + 0x28a) = *(undefined2 *)(this + 0x288);
  *(undefined2 *)(this + 0x288) = uVar1;
  UpdateTeamScores(this);
  return;
}

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)