CBalanceTeamGroup::AllAlive
0x004cbdb0 · 25 bytes · __thiscall
_ZNK17CBalanceTeamGroup8AllAliveEv
Decompiled
undefined (1 param)
/* CBalanceTeamGroup::AllAlive() const */
undefined4 __thiscall CBalanceTeamGroup::AllAlive(CBalanceTeamGroup *this)
{
undefined4 uVar1;
uVar1 = 0;
if (0 < *(int *)(this + 0x1c)) {
uVar1 = CONCAT31((int3)((uint)*(int *)(this + 0x20) >> 8),*(int *)(this + 0x20) == 0);
}
return uVar1;
}
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.