L L4D2node

CBalanceTeamGroup::Build

0x004c92a0 · 227 bytes · __thiscall

_ZN17CBalanceTeamGroup5BuildEP10CGameRulesP11CBasePlayer

Decompiled

undefined (3 params)

/* CBalanceTeamGroup::Build(CGameRules*, CBasePlayer*) */

void __thiscall
CBalanceTeamGroup::Build(CBalanceTeamGroup *this,CGameRules *param_1,CBasePlayer *param_2)

{
  uint uVar1;
  char cVar2;
  int *piVar3;
  undefined *puVar4;
  int iVar5;
  undefined4 local_20;
  
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x18) = 0x80000000;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  cVar2 = (**(code **)(*(int *)param_1 + 0x218))(param_1);
  if (cVar2 != '\0') {
    cVar2 = CBasePlayer::IsSplitScreenPlayer(param_2);
    if (cVar2 != '\0') {
      return;
    }
  }
  (**(code **)(*(int *)this + 4))(this,param_2);
  cVar2 = (**(code **)(*(int *)param_1 + 0x218))(param_1);
  if (cVar2 != '\0') {
    piVar3 = (int *)CBasePlayer::GetSplitScreenPlayers(param_2);
    if (0 < piVar3[3]) {
      iVar5 = 0;
      do {
        local_20 = 0;
        uVar1 = *(uint *)(*piVar3 + iVar5 * 4);
        if (((uVar1 != 0xffffffff) &&
            (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
          local_20 = *(undefined4 *)(puVar4 + 4);
        }
        iVar5 = iVar5 + 1;
        (**(code **)(*(int *)this + 4))(this,local_20);
      } while (iVar5 < piVar3[3]);
    }
  }
  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)