L L4D2node

CBalanceTeamGroup::MaybeAddPlayer

0x004c9390 · 344 bytes · __thiscall

_ZN17CBalanceTeamGroup14MaybeAddPlayerEP11CBasePlayer

Decompiled

undefined (2 params)

/* CBalanceTeamGroup::MaybeAddPlayer(CBasePlayer*) */

void __thiscall CBalanceTeamGroup::MaybeAddPlayer(CBalanceTeamGroup *this,CBasePlayer *param_1)

{
  char cVar1;
  int iVar2;
  int iVar3;
  void *pvVar4;
  int iVar5;
  int iVar6;
  
  if (param_1 == (CBasePlayer *)0x0) {
    return;
  }
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar1 == '\0') {
    return;
  }
  iVar2 = (**(code **)(*(int *)param_1 + 2000))(param_1);
  *(int *)(param_1 + 0x2384) = iVar2;
  if (*(int *)(this + 0x18) < iVar2) {
    *(int *)(this + 0x18) = iVar2;
    cVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
    if (cVar1 != '\0') goto LAB_004c93e5;
LAB_004c9452:
    iVar6 = *(int *)(this + 0x10);
    iVar5 = *(int *)(this + 8);
    *(int *)(this + 0x20) = *(int *)(this + 0x20) + 1;
    iVar2 = iVar6 + 1;
    if (iVar5 < iVar2) {
LAB_004c9463:
      iVar3 = *(int *)(this + 0xc);
      if (-1 < iVar3) {
        if (iVar3 == 0) {
          if (iVar5 == 0) {
            if (iVar2 < 9) {
              iVar3 = 8;
              goto LAB_004c948f;
            }
            iVar5 = 8;
          }
          do {
            iVar3 = iVar5 * 2;
            if (iVar2 <= iVar3) break;
            iVar3 = iVar5 * 4;
            iVar5 = iVar3;
          } while (iVar3 < iVar2);
        }
        else {
          for (iVar3 = (iVar6 / iVar3 + 1) * iVar3; iVar3 < iVar2; iVar3 = (iVar3 + iVar2) / 2) {
          }
        }
LAB_004c948f:
        *(int *)(this + 8) = iVar3;
        if (*(void **)(this + 4) == (void *)0x0) {
          pvVar4 = malloc(iVar3 << 2);
          *(void **)(this + 4) = pvVar4;
        }
        else {
          pvVar4 = realloc(*(void **)(this + 4),iVar3 << 2);
          *(void **)(this + 4) = pvVar4;
          iVar2 = *(int *)(this + 0x10) + 1;
        }
        goto LAB_004c93f9;
      }
    }
  }
  else {
    cVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
    if (cVar1 == '\0') goto LAB_004c9452;
LAB_004c93e5:
    iVar6 = *(int *)(this + 0x10);
    iVar5 = *(int *)(this + 8);
    *(int *)(this + 0x1c) = *(int *)(this + 0x1c) + 1;
    iVar2 = iVar6 + 1;
    if (iVar5 < iVar2) goto LAB_004c9463;
  }
  pvVar4 = *(void **)(this + 4);
LAB_004c93f9:
  *(int *)(this + 0x10) = iVar2;
  iVar2 = (iVar2 - iVar6) + -1;
  *(void **)(this + 0x14) = pvVar4;
  iVar6 = iVar6 * 4;
  if (0 < iVar2) {
    _V_memmove((void *)((int)pvVar4 + iVar6 + 4),(void *)((int)pvVar4 + iVar6),iVar2 * 4);
    pvVar4 = *(void **)(this + 4);
  }
  if ((undefined4 *)((int)pvVar4 + iVar6) == (undefined4 *)0x0) {
    return;
  }
  *(undefined4 *)((int)pvVar4 + iVar6) = param_1;
  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)