L L4D2node

CBaseAbility::OnOwnerChanged

0x004d20d0 · 104 bytes · __thiscall

_ZN12CBaseAbility14OnOwnerChangedEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CBaseAbility::OnOwnerChanged(CTerrorPlayer*) */

void __thiscall CBaseAbility::OnOwnerChanged(CBaseAbility *this,CTerrorPlayer *param_1)

{
  CBaseEdict *this_00;
  int iVar1;
  undefined4 *puVar2;
  
  if (this[0x6c] == (CBaseAbility)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar1 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar1 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CBaseAbility)((byte)this[0x70] | 1);
  }
  if (param_1 == (CTerrorPlayer *)0x0) {
    *(undefined4 *)(this + 0x44c) = 0xffffffff;
  }
  else {
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x44c) = *puVar2;
  }
                    /* WARNING: Could not recover jumptable at 0x004d2124. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x50))();
  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)