L L4D2node

CCSGameRules::MoveHumansToHumanTeam

0x00439b50 · 260 bytes · __cdecl

_ZN12CCSGameRules21MoveHumansToHumanTeamEv

Decompiled

undefined (0 params)

/* CCSGameRules::MoveHumansToHumanTeam() */

void CCSGameRules::MoveHumansToHumanTeam(void)

{
  int iVar1;
  int local_64;
  int local_60;
  CRecipientFilter local_5c [32];
  CRecipientFilter local_3c [44];
  
  local_64 = GetHumanTeam();
  if (1 < local_64 - 2U) {
    return;
  }
  CRecipientFilter::CRecipientFilter(local_5c);
                    /* try { // try from 00439b91 to 00439b95 has its CatchHandler @ 00439c5e */
  CRecipientFilter::CRecipientFilter(local_3c);
  local_60 = (local_64 != 3) + 2;
                    /* try { // try from 00439baa to 00439bbe has its CatchHandler @ 00439c7c */
  CRecipientFilter::MakeReliable(local_5c);
  CRecipientFilter::MakeReliable(local_3c);
  CRecipientFilter::AddAllPlayers(local_3c);
                    /* try { // try from 00439bc5 to 00439c45 has its CatchHandler @ 00439c70 */
  ForEachPlayer<SetHumanTeamFunctor>((SetHumanTeamFunctor *)&local_64);
  iVar1 = CRecipientFilter::GetRecipientCount(local_5c);
  if (0 < iVar1) {
    UTIL_ClientPrintFilter
              ((IRecipientFilter *)local_5c,4,"#Player_Balanced",(char *)0x0,(char *)0x0,(char *)0x0
               ,(char *)0x0);
    UTIL_ClientPrintFilter
              ((IRecipientFilter *)local_3c,4,"#Teams_Balanced",(char *)0x0,(char *)0x0,(char *)0x0,
               (char *)0x0);
  }
  CRecipientFilter::~CRecipientFilter(local_3c);
  CRecipientFilter::~CRecipientFilter(local_5c);
  return;
}

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)