L L4D2node

CCSPlayer::HandleCommand_JoinClass

0x00652650 · 372 bytes · __thiscall

_ZN9CCSPlayer23HandleCommand_JoinClassEi

Decompiled

undefined (2 params)

/* CCSPlayer::HandleCommand_JoinClass(int) */

undefined4 __thiscall CCSPlayer::HandleCommand_JoinClass(CCSPlayer *this,int param_1)

{
  CBaseEdict *this_00;
  char cVar1;
  int iVar2;
  int iVar3;
  
  if (param_1 == 0) {
    iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    if (iVar2 == 2) {
      param_1 = RandomInt(1,4);
    }
    else if (iVar2 == 3) {
      param_1 = RandomInt(5,8);
    }
  }
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar2 == 2) {
    iVar2 = 1;
    if (0 < param_1) {
      iVar2 = param_1;
    }
    iVar3 = 4;
    if (iVar2 < 5) {
      iVar3 = iVar2;
    }
  }
  else if (iVar2 == 3) {
    iVar2 = 5;
    if (4 < param_1) {
      iVar2 = param_1;
    }
    iVar3 = 8;
    if (iVar2 < 9) {
      iVar3 = iVar2;
    }
  }
  else {
    iVar3 = 0;
  }
  if (iVar3 != *(int *)(this + 0x290c)) {
    if (this[0x6c] == (CCSPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x290c) = iVar3;
  }
  (**(code **)(*(int *)this + 0x8a8))(this);
  if (*(int *)(this + 0x23bc) == 0) {
    (**(code **)(*g_pGameRules + 0x2a0))(g_pGameRules);
  }
  cVar1 = (**(code **)(*(int *)this + 300))(this);
  if (cVar1 == '\0') {
    (**(code **)(*(int *)this + 0x828))(this);
    return 1;
  }
  cVar1 = (**(code **)(*(int *)this + 0x778))();
  if (cVar1 == '\0') {
    (**(code **)(*(int *)this + 0x770))(this,0,0);
  }
  return 1;
}

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)