L L4D2node

CTeamplayRoundBasedRules::ShouldBalanceTeams

0x004ccea0 · 33 bytes · __cdecl

_ZN24CTeamplayRoundBasedRules18ShouldBalanceTeamsEv

Decompiled

undefined (0 params)

/* CTeamplayRoundBasedRules::ShouldBalanceTeams() */

undefined4 CTeamplayRoundBasedRules::ShouldBalanceTeams(void)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if (*(int *)(mp_tournament._28_4_ + 0x30) == 0) {
    uVar1 = CONCAT31((int3)((uint)*(int *)(mp_teams_unbalance_limit._28_4_ + 0x30) >> 8),
                     0 < *(int *)(mp_teams_unbalance_limit._28_4_ + 0x30));
  }
  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)