CBaseEntity::TeamID
0x00609710 · 71 bytes · __thiscall
_ZNK11CBaseEntity6TeamIDEv
Decompiled
undefined (1 param)
/* CBaseEntity::TeamID() const */
undefined1 * __thiscall CBaseEntity::TeamID(CBaseEntity *this)
{
int iVar1;
int *piVar2;
undefined1 *puVar3;
iVar1 = GetGlobalTeam(*(int *)(this + 0x24c));
if (iVar1 != 0) {
piVar2 = (int *)GetGlobalTeam(*(int *)(this + 0x24c));
/* WARNING: Could not recover jumptable at 0x0060974a. Too many branches */
/* WARNING: Treating indirect jump as call */
puVar3 = (undefined1 *)(**(code **)(*piVar2 + 0x32c))();
return puVar3;
}
return &DAT_00d539c2;
}
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.