L L4D2node

CBasePlayer::AddPointsToTeam

0x007ad580 · 63 bytes · __cdecl

_ZN11CBasePlayer15AddPointsToTeamEib

Decompiled

undefined (2 params)

/* CBasePlayer::AddPointsToTeam(int, bool) */

void CBasePlayer::AddPointsToTeam(int param_1,bool param_2)

{
  int iVar1;
  int *piVar2;
  
  iVar1 = CBaseEntity::GetTeam((CBaseEntity *)param_1);
  if (iVar1 != 0) {
    piVar2 = (int *)CBaseEntity::GetTeam((CBaseEntity *)param_1);
                    /* WARNING: Could not recover jumptable at 0x007ad5b6. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar2 + 0x35c))();
    return;
  }
  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)