L L4D2node

CBaseEntity::InputSetTeam

0x006014a0 · 70 bytes · __cdecl

_ZN11CBaseEntity12InputSetTeamER11inputdata_t

Decompiled

undefined (1 param)

/* CBaseEntity::InputSetTeam(inputdata_t&) */

void CBaseEntity::InputSetTeam(inputdata_t *param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar1 == '\0') {
                    /* WARNING: Could not recover jumptable at 0x006014dd. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)param_1 + 0x194))();
    return;
  }
  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)