L L4D2node

CCSPlayer::AddAccount

0x00657020 · 191 bytes · __cdecl

_ZN9CCSPlayer10AddAccountEib

Decompiled

undefined (2 params)

/* CCSPlayer::AddAccount(int, bool) */

void CCSPlayer::AddAccount(int param_1,bool param_2)

{
  CBaseEdict *pCVar1;
  int iVar2;
  undefined3 in_stack_00000009;
  
  iVar2 = *(int *)(param_1 + 0x23f0);
  _param_2 = _param_2 + iVar2;
  if (iVar2 != _param_2) {
    if (*(char *)(param_1 + 0x6c) == '\0') {
      pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      *(byte *)(param_1 + 0x70) = *(byte *)(param_1 + 0x70) | 1;
    }
    *(int *)(param_1 + 0x23f0) = _param_2;
    iVar2 = _param_2;
  }
  if (iVar2 < 0) {
    if (*(char *)(param_1 + 0x6c) == '\0') {
      pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      *(byte *)(param_1 + 0x70) = *(byte *)(param_1 + 0x70) | 1;
    }
    *(undefined4 *)(param_1 + 0x23f0) = 0;
  }
  else if (16000 < iVar2) {
    if (*(char *)(param_1 + 0x6c) == '\0') {
      pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      *(byte *)(param_1 + 0x70) = *(byte *)(param_1 + 0x70) | 1;
    }
    *(undefined4 *)(param_1 + 0x23f0) = 16000;
  }
  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)