L L4D2node

IsCharacterUsedByTransitioningPlayer

0x008f6010 · 222 bytes · __cdecl

_Z36IsCharacterUsedByTransitioningPlayer21SurvivorCharacterType

Decompiled

undefined (1 param)

/* IsCharacterUsedByTransitioningPlayer(SurvivorCharacterType) */

undefined4 IsCharacterUsedByTransitioningPlayer(int param_1)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  int iVar4;
  
  cVar1 = CDirector::IsInTransition(TheDirector);
  if ((cVar1 != '\0') && (0 < DAT_0100e518)) {
    iVar4 = 0;
    do {
      if (iVar4 != s_placeholderBotIndex) {
        iVar2 = KeyValues::GetInt(*(KeyValues **)(g_SavedPlayers + iVar4 * 4),"restoreState",0);
        if (iVar2 == 0) {
          iVar2 = KeyValues::GetInt(*(KeyValues **)(g_SavedPlayers + iVar4 * 4),"teamNumber",0);
          uVar3 = IsASurvivorTeam(iVar2);
          if ((char)uVar3 != '\0') {
            iVar2 = KeyValues::GetInt(*(KeyValues **)(g_SavedPlayers + iVar4 * 4),"character",0);
            if (param_1 == iVar2) {
              return uVar3;
            }
          }
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < DAT_0100e518);
  }
  return 0;
}

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)