L L4D2node

UTIL_TeamsMatch

0x00b2cf60 · 77 bytes · __cdecl

_Z15UTIL_TeamsMatchPKcS0_

Decompiled

undefined (2 params)

/* UTIL_TeamsMatch(char const*, char const*) */

bool UTIL_TeamsMatch(char *param_1,char *param_2)

{
  char cVar1;
  int iVar2;
  bool bVar3;
  
  cVar1 = (**(code **)(*g_pGameRules + 0xd4))(g_pGameRules);
  bVar3 = true;
  if (((cVar1 != '\0') && (bVar3 = false, *param_1 != '\0')) && (*param_2 != '\0')) {
    iVar2 = _V_stricmp(param_1,param_2);
    return iVar2 == 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)