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 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.