L L4D2node

CVoteController::CanTeamCastVote

0x00b3fbb0 · 32 bytes · __thiscall

_ZNK15CVoteController15CanTeamCastVoteEi

Decompiled

undefined (2 params)

/* CVoteController::CanTeamCastVote(int) const */

undefined4 __thiscall CVoteController::CanTeamCastVote(CVoteController *this,int param_1)

{
  int iVar1;
  
  iVar1 = *(int *)(this + 0x444);
  if (iVar1 != -1) {
    return CONCAT31((int3)((uint)iVar1 >> 8),iVar1 == param_1);
  }
  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)