L L4D2node

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 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)