L L4D2node

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 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)