L L4D2node

CTerrorPlayer::WantsMOTD

0x00996b70 · 91 bytes · __thiscall

_ZNK13CTerrorPlayer9WantsMOTDEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::WantsMOTD() const */

bool __thiscall CTerrorPlayer::WantsMOTD(CTerrorPlayer *this)

{
  char cVar1;
  int iVar2;
  bool bVar3;
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  if (((cVar1 != '\0') && (TheDirector != (CDirector *)0x0)) &&
     (iVar2 = CDirector::GetMapNumber(TheDirector), 0 < iVar2)) {
    return false;
  }
  cVar1 = (**(code **)(*engine + 8))(engine);
  if (cVar1 == '\0') {
    return false;
  }
  cVar1 = IsTransitioned(this);
  bVar3 = false;
  if (cVar1 == '\0') {
    bVar3 = *(int *)(motd_enabled._28_4_ + 0x30) != 0;
  }
  return bVar3;
}

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)