L L4D2node

cc_SwitchTeams

0x004c9080 · 129 bytes · __cdecl

_Z14cc_SwitchTeamsRK8CCommand

Decompiled

undefined (1 param)

/* cc_SwitchTeams(CCommand const&) */

void cc_SwitchTeams(CCommand *param_1)

{
  char cVar1;
  int *piVar2;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if ((cVar1 != '\0') && (g_pGameRules != 0)) {
    piVar2 = (int *)__dynamic_cast(g_pGameRules,&CGameRules::typeinfo,
                                   &CTeamplayRoundBasedRules::typeinfo,0);
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 0x270))(piVar2,1);
      ConVar::SetValue(0xf7df20);
      *(undefined1 *)((int)piVar2 + 0x255) = 0;
      *(undefined1 *)((int)piVar2 + 0x256) = 0;
      *(undefined1 *)((int)piVar2 + 599) = 0;
    }
  }
  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)