L L4D2node

CTerrorGameRules::PlayersAllowedToAttack

0x00503ba0 · 62 bytes · __thiscall

_ZNK16CTerrorGameRules22PlayersAllowedToAttackEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::PlayersAllowedToAttack() const */

bool __thiscall CTerrorGameRules::PlayersAllowedToAttack(CTerrorGameRules *this)

{
  char cVar1;
  bool bVar2;
  float fVar3;
  
  cVar1 = CCSGameRules::IsFreezePeriod((CCSGameRules *)this);
  bVar2 = false;
  if (cVar1 == '\0') {
    fVar3 = *(float *)(this + 0x244) + *(float *)(ZombieRoundStartAttackPrevention._28_4_ + 0x2c);
    bVar2 = fVar3 < *(float *)(gpGlobals + 0xc) || fVar3 == *(float *)(gpGlobals + 0xc);
  }
  return bVar2;
}

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)