L L4D2node

CTeamplayRules::IsValidTeam

0x004d1170 · 48 bytes · __thiscall

_ZN14CTeamplayRules11IsValidTeamEPKc

Decompiled

undefined (2 params)

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

bool __thiscall CTeamplayRules::IsValidTeam(CTeamplayRules *this,char *param_1)

{
  int iVar1;
  
  if (this[0x3a] == (CTeamplayRules)0x0) {
    return true;
  }
  iVar1 = (**(code **)(*(int *)this + 0x1b0))(this,param_1);
  return iVar1 != -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)