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 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.