L L4D2node

CTeamplayRules::TeamWithFewestPlayers

0x004d1620 · 179 bytes · __thiscall

_ZN14CTeamplayRules21TeamWithFewestPlayersEv

Decompiled

undefined (1 param)

/* CTeamplayRules::TeamWithFewestPlayers() */

undefined4 * __thiscall CTeamplayRules::TeamWithFewestPlayers(CTeamplayRules *this)

{
  int *piVar1;
  code *pcVar2;
  CBaseEntity *this_00;
  undefined4 uVar3;
  int iVar4;
  undefined4 *puVar5;
  int iVar6;
  undefined4 *puVar7;
  int *piVar8;
  int local_9c [35];
  
  piVar8 = local_9c;
  for (iVar6 = 0x20; iVar6 != 0; iVar6 = iVar6 + -1) {
    *piVar8 = 0;
    piVar8 = piVar8 + 1;
  }
  iVar6 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar6);
      if (this_00 != (CBaseEntity *)0x0) {
        pcVar2 = *(code **)(*(int *)this + 0x1b0);
        uVar3 = CBaseEntity::TeamID(this_00);
        iVar4 = (*pcVar2)(this,uVar3);
        if (-1 < iVar4) {
          local_9c[iVar4] = local_9c[iVar4] + 1;
        }
      }
      iVar6 = iVar6 + 1;
    } while (iVar6 <= *(int *)(gpGlobals + 0x14));
  }
  if (num_teams < 1) {
    puVar5 = (undefined4 *)0x0;
  }
  else {
    piVar8 = local_9c;
    puVar7 = &team_names;
    iVar6 = 0x20;
    piVar1 = piVar8 + num_teams;
    puVar5 = (undefined4 *)0x0;
    do {
      if (*piVar8 < iVar6) {
        puVar5 = puVar7;
        iVar6 = *piVar8;
      }
      piVar8 = piVar8 + 1;
      puVar7 = puVar7 + 4;
    } while (piVar8 != piVar1);
  }
  return puVar5;
}

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)