L L4D2node

CTeamplayRules::SetDefaultPlayerTeam

0x004d0c40 · 91 bytes · __thiscall

_ZN14CTeamplayRules20SetDefaultPlayerTeamEP11CBasePlayer

Decompiled

undefined (2 params)

/* CTeamplayRules::SetDefaultPlayerTeam(CBasePlayer*) */

char * __thiscall CTeamplayRules::SetDefaultPlayerTeam(CTeamplayRules *this,CBasePlayer *param_1)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  
  if (*(int *)(param_1 + 0x30) == 0) {
    iVar3 = 0;
  }
  else {
    iVar3 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  cVar1 = (**(code **)(*(int *)param_1 + 0x170))(param_1);
  pcVar2 = "default";
  if (cVar1 != '\0') {
    pcVar2 = (char *)(**(code **)(*engine + 0xe0))(engine,iVar3,"cl_team");
  }
  return pcVar2;
}

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)