L L4D2node

CTeamplayRules::GetTeamID

0x004d1140 · 33 bytes · __thiscall

_ZN14CTeamplayRules9GetTeamIDEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTeamplayRules::GetTeamID(CBaseEntity*) */

undefined1 * __thiscall CTeamplayRules::GetTeamID(CTeamplayRules *this,CBaseEntity *param_1)

{
  undefined1 *puVar1;
  
  if ((param_1 != (CBaseEntity *)0x0) && (*(int *)(param_1 + 0x30) != 0)) {
    puVar1 = (undefined1 *)CBaseEntity::TeamID(param_1);
    return puVar1;
  }
  return &DAT_00d539c2;
}

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)