L L4D2node

GetTeamName

0x00839c10 · 52 bytes · __cdecl

_Z11GetTeamNamei

Decompiled

undefined (1 param)

/* GetTeamName(int) */

char * GetTeamName(int param_1)

{
  int *piVar1;
  char *pcVar2;
  
  if (((-1 < param_1) && (param_1 < DAT_00ff98e4)) &&
     (piVar1 = *(int **)(g_Teams + param_1 * 4), piVar1 != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x00839c3b. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    pcVar2 = (char *)(**(code **)(*piVar1 + 0x32c))();
    return pcVar2;
  }
  return "UNKNOWN TEAM";
}

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)