CBasePlayer::ChangeTeam
0x007bfcc0 · 554 bytes · __thiscall
_ZN11CBasePlayer10ChangeTeamEibb
Decompiled
undefined (4 params)
/* CBasePlayer::ChangeTeam(int, bool, bool) */
void __thiscall CBasePlayer::ChangeTeam(CBasePlayer *this,int param_1,bool param_2,bool param_3)
{
code *pcVar1;
byte bVar2;
int iVar3;
int *piVar4;
undefined4 uVar5;
iVar3 = GetGlobalTeam(param_1);
if (iVar3 == 0) {
Warning();
return;
}
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (param_1 != iVar3) {
piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"player_team",0,0);
if (piVar4 != (int *)0x0) {
pcVar1 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar1)(piVar4,"userid",uVar5);
(**(code **)(*piVar4 + 0x30))(piVar4,"team",param_1);
pcVar1 = *(code **)(*piVar4 + 0x30);
uVar5 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
(*pcVar1)(piVar4,"oldteam",uVar5);
(**(code **)(*piVar4 + 0x30))(piVar4,"disconnect",*(int *)(this + 0x1f6c) == 1);
(**(code **)(*piVar4 + 0x30))(piVar4,"autoteam",param_2);
(**(code **)(*piVar4 + 0x30))(piVar4,"silent",param_3);
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar3 == 0) {
pcVar1 = *(code **)(*piVar4 + 0x3c);
uVar5 = (**(code **)(*(int *)this + 0xb8))(this);
(*pcVar1)(piVar4,"name",uVar5);
}
else {
(**(code **)(*piVar4 + 0x3c))(piVar4,"name",&DAT_00d539c2);
}
pcVar1 = *(code **)(*piVar4 + 0x2c);
bVar2 = (**(code **)(*(int *)this + 0x170))(this);
(*pcVar1)(piVar4,"isbot",bVar2 ^ 1);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
}
iVar3 = CBaseEntity::GetTeam((CBaseEntity *)this);
if (iVar3 != 0) {
piVar4 = (int *)CBaseEntity::GetTeam((CBaseEntity *)this);
(**(code **)(*piVar4 + 0x350))(piVar4,this);
}
if (param_1 != 0) {
piVar4 = (int *)GetGlobalTeam(param_1);
(**(code **)(*piVar4 + 0x34c))(piVar4,this);
}
CBaseCombatCharacter::ChangeTeam((CBaseCombatCharacter *)this,param_1);
return;
}
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.