L L4D2node

CBaseEntity::IsInTeam

0x00609760 · 31 bytes · __thiscall

_ZNK11CBaseEntity8IsInTeamEP5CTeam

Decompiled

undefined (2 params)

/* CBaseEntity::IsInTeam(CTeam*) const */

bool __thiscall CBaseEntity::IsInTeam(CBaseEntity *this,CTeam *param_1)

{
  CTeam *pCVar1;
  
  pCVar1 = (CTeam *)GetGlobalTeam(*(int *)(this + 0x24c));
  return param_1 == pCVar1;
}

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)