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 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.