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 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.