CDirector::IsTeamFull
0x00877de0 · 140 bytes · __thiscall
_ZNK9CDirector10IsTeamFullEiNS_15PlayerCountTypeE
Decompiled
undefined (3 params)
/* CDirector::IsTeamFull(int, CDirector::PlayerCountType) const */
bool __thiscall CDirector::IsTeamFull(CDirector *this,int param_1,int param_3)
{
bool bVar1;
char cVar2;
int iVar3;
int iVar4;
iVar3 = GetPlayerCount(this,param_1,param_3);
if (param_1 == 2) {
return *(int *)(ZombieSurvivorLimit._28_4_ + 0x30) <= iVar3;
}
if (param_1 == 3) {
if (param_3 != 2) {
if ((param_3 == 0) && (cVar2 = CTerrorGameRules::HasPlayerControlledZombies(), cVar2 == '\0'))
{
return true;
}
iVar4 = (**(code **)(*(int *)this + 0x30))(this);
return iVar4 <= iVar3;
}
iVar4 = (**(code **)(*(int *)this + 0x30))(this);
bVar1 = iVar4 < iVar3;
}
else {
bVar1 = false;
}
return bVar1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.