L L4D2node

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 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)