L L4D2node

CDirector::AreTeamsFlipped

0x00871aa0 · 93 bytes · __thiscall

_ZNK9CDirector15AreTeamsFlippedEv

Decompiled

undefined (1 param)

/* CDirector::AreTeamsFlipped() const */

uint __thiscall CDirector::AreTeamsFlipped(CDirector *this)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  uint uVar4;
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  if (cVar1 == '\0') {
    pcVar2 = (char *)GetGameMode();
    iVar3 = _V_stricmp(pcVar2,"mutation15");
    if (iVar3 != 0) {
      uVar4 = CTerrorGameRules::IsScavengeMode();
      if ((char)uVar4 == '\0') {
        return uVar4;
      }
      return (uint)*(byte *)(*(int *)(this + 0x644) + 10);
    }
  }
  return (uint)*(byte *)(*(int *)(this + 0x63c) + 5);
}

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)