L L4D2node

CCSTeam::Init

0x00664230 · 55 bytes · __thiscall

_ZN7CCSTeam4InitEPKci

Decompiled

undefined (3 params)

/* CCSTeam::Init(char const*, int) */

void __thiscall CCSTeam::Init(CCSTeam *this,char *param_1,int param_2)

{
  CTeam::Init((CTeam *)this,param_1,param_2);
  CServerNetworkProperty::SetUpdateInterval((CServerNetworkProperty *)(this + 0x24),0.75);
  return;
}

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)