L L4D2node

CCSPlayer::OnTeamChanged

0x0065a400 · 331 bytes · __thiscall

_ZN9CCSPlayer13OnTeamChangedEi

Decompiled

undefined (2 params)

/* CCSPlayer::OnTeamChanged(int) */

void __thiscall CCSPlayer::OnTeamChanged(CCSPlayer *this,int param_1)

{
  CBaseEdict *pCVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar3 != 0) {
    if (iVar3 != 1) {
      if (param_1 == 1) {
        iVar3 = *(int *)(mp_startmoney._28_4_ + 0x30);
        if (iVar3 != *(int *)(this + 0x23f0)) {
          if (this[0x6c] == (CCSPlayer)0x0) {
            pCVar1 = *(CBaseEdict **)(this + 0x30);
            if (pCVar1 != (CBaseEdict *)0x0) {
              *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
              iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
              *(undefined2 *)(iVar4 + 2) = 0;
            }
          }
          else {
            this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
          }
          *(int *)(this + 0x23f0) = iVar3;
        }
      }
      else if (param_1 != 0) {
        cVar2 = CBasePlayer::IsDead((CBasePlayer *)this);
        if (cVar2 == '\0') {
          (**(code **)(*(int *)this + 0x770))(this,0,0);
        }
      }
      State_Leave(this,3);
      State_Enter();
      return;
    }
    if (*(int *)(this + 0x23f0) != 0) {
      if (this[0x6c] == (CCSPlayer)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
      }
      *(undefined4 *)(this + 0x23f0) = 0;
    }
    (**(code **)(*(int *)this + 0x5c4))(this,1);
  }
  State_Leave(this,6);
  State_Enter();
  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)