CCSGameRules::SelectDefaultTeam
0x00437be0 · 275 bytes · __thiscall
_ZN12CCSGameRules17SelectDefaultTeamEb
Decompiled
undefined (2 params)
/* CCSGameRules::SelectDefaultTeam(bool) */
undefined4 __thiscall CCSGameRules::SelectDefaultTeam(CCSGameRules *this,bool param_1)
{
char cVar1;
undefined4 uVar2;
int iVar3;
int iVar4;
undefined4 uVar5;
iVar4 = *(int *)(this + 0x26c);
iVar3 = *(int *)(this + 0x270);
if (param_1) {
iVar4 = UTIL_HumansOnTeam(2,false);
iVar3 = UTIL_HumansOnTeam(3,false);
}
if (iVar4 < iVar3) {
LAB_00437c48:
cVar1 = (**(code **)(*(int *)this + 0x2a8))(this,2);
if (cVar1 == '\0') {
return 2;
}
uVar5 = 3;
}
else {
if (iVar4 <= iVar3) {
if ((*(short *)(this + 0x28a) < *(short *)(this + 0x288)) ||
((*(short *)(this + 0x28a) <= *(short *)(this + 0x288) &&
(iVar4 = (**(code **)(*random_valve + 8))(random_valve,0,1), iVar4 != 0))))
goto LAB_00437c48;
}
cVar1 = (**(code **)(*(int *)this + 0x2a8))(this,3);
if (cVar1 == '\0') {
return 3;
}
uVar5 = 2;
}
cVar1 = (**(code **)(*(int *)this + 0x2a8))(this,uVar5);
uVar2 = 0;
if (cVar1 == '\0') {
uVar2 = uVar5;
}
return uVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.