L L4D2node

CTerrorPlayer::IsClassOverLimit

0x009b2c10 · 189 bytes · __thiscall

_ZN13CTerrorPlayer16IsClassOverLimitEi

Decompiled

undefined (2 params)

/* CTerrorPlayer::IsClassOverLimit(int) */

bool __thiscall CTerrorPlayer::IsClassOverLimit(CTerrorPlayer *this,int param_1)

{
  uint uVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  int aiStack_50 [6];
  int aiStack_38 [6];
  undefined1 local_20;
  
  uVar1 = param_1 - 1;
  if ((uVar1 < 6) && (iVar3 = *(int *)(IsClassOverLimit(int)::limitConvars + uVar1 * 4), iVar3 != 0)
     ) {
    local_5c = 0;
    uVar2 = 0;
    local_58 = 0;
    local_54 = 0;
    do {
      *(undefined4 *)((int)aiStack_50 + uVar2) = 0;
      uVar2 = uVar2 + 4;
    } while (uVar2 < 0x18);
    uVar2 = 0;
    do {
      *(undefined4 *)((int)aiStack_38 + uVar2) = 0;
      uVar2 = uVar2 + 4;
    } while (uVar2 < 0x18);
    local_20 = 1;
    ForEachPlayerZombie<ZombieCounter>((ZombieCounter *)&local_5c);
    if (*(int *)(*(int *)(iVar3 + 0x1c) + 0x30) <= aiStack_50[uVar1]) {
      return true;
    }
    if (CSWTCH_7471[param_1 + 0x17] != '\0') {
      iVar3 = 0;
      iVar4 = 0;
      do {
        if ((&IsClassOverLimit(int)::bIsDominator)[iVar3] != '\0') {
          iVar4 = iVar4 + aiStack_38[iVar3];
        }
        iVar3 = iVar3 + 1;
      } while (iVar3 != 6);
      return 2 < iVar4;
    }
  }
  return false;
}

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)