L L4D2node

CTeamplayRules::GetTeamIndex

0x004d0ea0 · 92 bytes · __thiscall

_ZN14CTeamplayRules12GetTeamIndexEPKc

Decompiled

undefined (2 params)

/* CTeamplayRules::GetTeamIndex(char const*) */

int __thiscall CTeamplayRules::GetTeamIndex(CTeamplayRules *this,char *param_1)

{
  int iVar1;
  int iVar2;
  char *pcVar3;
  
  if (((param_1 != (char *)0x0) && (*param_1 != '\0')) && (0 < num_teams)) {
    pcVar3 = (char *)&team_names;
    iVar2 = 0;
    do {
      iVar1 = _V_stricmp(pcVar3,param_1);
      if (iVar1 == 0) {
        return iVar2;
      }
      iVar2 = iVar2 + 1;
      pcVar3 = pcVar3 + 0x10;
    } while (iVar2 < num_teams);
  }
  return -1;
}

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)