CGamePlayerTeam::Use
0x006f3080 · 187 bytes · __cdecl
_ZN15CGamePlayerTeam3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CGamePlayerTeam::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CGamePlayerTeam::Use(CGamePlayerTeam *param_1,CBaseEntity *param_2)
{
char cVar1;
char *pcVar2;
int iVar3;
if ((*(int *)(param_1 + 0x440) != 0) &&
(cVar1 = UTIL_IsMasterTriggered(*(undefined4 *)(param_1 + 0x440),param_2), cVar1 == '\0')) {
return;
}
cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if (cVar1 != '\0') {
pcVar2 = "";
if (*(char **)(param_1 + 0xf8) != (char *)0x0) {
pcVar2 = *(char **)(param_1 + 0xf8);
}
iVar3 = TargetTeamName(param_1,pcVar2,param_2);
if (iVar3 != 0) {
(**(code **)(*g_pGameRules + 0x1bc))
(g_pGameRules,param_2,iVar3,*(uint *)(param_1 + 0x148) >> 1 & 1,
*(uint *)(param_1 + 0x148) >> 2 & 1);
}
}
if (((byte)param_1[0x148] & 1) == 0) {
return;
}
UTIL_Remove((CBaseEntity *)param_1);
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.