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 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.