L L4D2node

CCSTeam::GetEnemyTeam

0x006641f0 · 49 bytes · __thiscall

_ZN7CCSTeam12GetEnemyTeamEv

Decompiled

undefined (1 param)

/* CCSTeam::GetEnemyTeam() */

undefined4 __thiscall CCSTeam::GetEnemyTeam(CCSTeam *this)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = (**(code **)(*(int *)this + 0x328))(this);
  if (iVar1 != 0) {
    uVar2 = GetGlobalTeam((iVar1 == 1) + 1);
    return uVar2;
  }
  return 0;
}

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)