CCSPlayer::ChangeTeam
0x006529b0 · 294 bytes · __thiscall
_ZN9CCSPlayer10ChangeTeamEi
Decompiled
undefined (2 params)
/* CCSPlayer::ChangeTeam(int) */
void __thiscall CCSPlayer::ChangeTeam(CCSPlayer *this,int param_1)
{
CBaseEdict *this_00;
int iVar1;
int iVar2;
int local_2c;
int local_28;
int local_24;
int local_20 [4];
iVar1 = GetGlobalTeam(param_1);
if (iVar1 != 0) {
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (param_1 != iVar1) {
(**(code **)(*(int *)this + 0x8b0))(this,0);
if (param_1 == 1) {
*(int *)(this + 0x23e8) = iVar1;
}
else {
this[0x23ec] = (CCSPlayer)0x1;
}
(**(code **)(*(int *)this + 0x5fc))(this,0);
(**(code **)(*(int *)this + 0x720))(this,param_1,0,0);
if (*(int *)(this + 0x290c) != 0) {
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);
}
*(undefined4 *)(this + 0x290c) = 0;
}
(**(code **)(*(int *)this + 0x83c))(this,iVar1);
CCSGameRules::InitializePlayerCounts(g_pGameRules,&local_24,local_20,&local_28,&local_2c);
}
return;
}
Warning("CCSPlayer::ChangeTeam( %d ) - invalid team index.\n",param_1);
return;
}
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.