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 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.