L L4D2node

CTerrorGameRules::TeamFull

0x00502cf0 · 70 bytes · __thiscall

_ZN16CTerrorGameRules8TeamFullEi

Decompiled

undefined (2 params)

/* CTerrorGameRules::TeamFull(int) */

undefined4 __thiscall CTerrorGameRules::TeamFull(CTerrorGameRules *this,int param_1)

{
  undefined4 uVar1;
  
  CCSGameRules::CheckLevelInitialized((CCSGameRules *)this);
  if ((param_1 != 2) && (param_1 != 4)) {
    return 0;
  }
  uVar1 = CDirector::IsTeamFull(TheDirector,param_1,1);
  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)