L L4D2node

CBaseIssue::CanCallVote

0x00b3f450 · 183 bytes · __thiscall

_ZN10CBaseIssue11CanCallVoteEiPKcPc

Decompiled

undefined (4 params)

/* CBaseIssue::CanCallVote(int, char const*, char*) */

undefined4 __thiscall
CBaseIssue::CanCallVote(CBaseIssue *this,int param_1,char *param_2,char *param_3)

{
  code *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  undefined4 uVar3;
  int *piVar4;
  undefined4 uVar5;
  int iVar6;
  
  if (param_1 == -1) {
    return 0;
  }
  this_00 = (CBaseEntity *)UTIL_EntityByIndex(param_1);
  if (this_00 != (CBaseEntity *)0x0) {
    pcVar1 = *(code **)(*(int *)this + 0x1c);
    iVar2 = CBaseEntity::GetTeamNumber(this_00);
    iVar6 = 2;
    if (iVar2 != 1) {
      iVar6 = iVar2;
    }
    uVar3 = (*pcVar1)(this,iVar6);
    if ((char)uVar3 == '\0') {
      piVar4 = (int *)CBaseEntity::GetTeam(this_00);
      if (piVar4 != (int *)0x0) {
        uVar5 = (**(code **)(*piVar4 + 0x32c))(piVar4);
        V_snprintf(param_3,0x60,"The %s team cannot call this vote.",uVar5);
        return uVar3;
      }
      V_strncpy(param_3,"Your team cannot call this vote.",0x60);
      return uVar3;
    }
  }
  return 1;
}

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)