L L4D2node

CCSPlayer::State_Enter_PICKINGCLASS

0x00652c20 · 416 bytes · __thiscall

_ZN9CCSPlayer24State_Enter_PICKINGCLASSEv

Decompiled

undefined (1 param)

/* CCSPlayer::State_Enter_PICKINGCLASS() */

void __thiscall CCSPlayer::State_Enter_PICKINGCLASS(CCSPlayer *this)

{
  CBaseEdict *this_00;
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-makereslists");
  if (iVar2 != 0) {
    (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this + 0x30),"joinclass 0\n");
    return;
  }
  iVar2 = (**(code **)(*(int *)this + 0x648))(this);
  if (iVar2 == 1) {
    (**(code **)(*(int *)this + 0x638))(this,1);
    iVar2 = *(int *)(this + 0x290c);
  }
  else {
    (**(code **)(*(int *)this + 0x638))(this,3);
    iVar2 = *(int *)(this + 0x290c);
  }
  if (iVar2 != 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 + 0x81c))(this);
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x68))(piVar1);
  }
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if ((iVar2 == 2) && (1 < DAT_00f78b48)) {
    (**(code **)(*(int *)this + 0x580))(this,"class_ter",1,0);
    return;
  }
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if ((iVar2 == 3) && (1 < DAT_00f78b5c)) {
    (**(code **)(*(int *)this + 0x580))(this,"class_ct",1,0);
  }
  else {
    (**(code **)(*(int *)this + 0x820))(this,0);
  }
  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)