CTeam::AddPlayer
0x008394a0 · 329 bytes · __thiscall
_ZN5CTeam9AddPlayerEP11CBasePlayer
Decompiled
undefined (2 params)
/* CTeam::AddPlayer(CBasePlayer*) */
void __thiscall CTeam::AddPlayer(CTeam *this,CBasePlayer *param_1)
{
undefined4 uVar1;
int iVar2;
CBaseEdict *this_00;
int iVar3;
void *pvVar4;
int iVar5;
int iVar6;
iVar2 = *(int *)(this + 0x460);
iVar6 = *(int *)(this + 0x458);
iVar5 = iVar2 + 1;
if (iVar6 < iVar5) {
iVar3 = *(int *)(this + 0x45c);
if (-1 < iVar3) {
if (iVar3 == 0) {
if (iVar6 == 0) {
if (iVar5 < 9) {
iVar3 = 8;
goto LAB_0083958f;
}
iVar6 = 8;
}
do {
iVar3 = iVar6 * 2;
if (iVar5 <= iVar3) break;
iVar3 = iVar6 * 4;
iVar6 = iVar3;
} while (iVar3 < iVar5);
}
else {
for (iVar3 = (iVar2 / iVar3 + 1) * iVar3; iVar3 < iVar5; iVar3 = (iVar3 + iVar5) / 2) {
}
}
LAB_0083958f:
*(int *)(this + 0x458) = iVar3;
if (*(void **)(this + 0x454) == (void *)0x0) {
pvVar4 = malloc(iVar3 << 2);
*(void **)(this + 0x454) = pvVar4;
}
else {
pvVar4 = realloc(*(void **)(this + 0x454),iVar3 << 2);
*(void **)(this + 0x454) = pvVar4;
iVar5 = *(int *)(this + 0x460) + 1;
}
goto LAB_008394c9;
}
}
pvVar4 = *(void **)(this + 0x454);
LAB_008394c9:
*(int *)(this + 0x460) = iVar5;
iVar6 = iVar2 * 4;
iVar5 = (iVar5 - iVar2) + -1;
*(void **)(this + 0x464) = pvVar4;
if (0 < iVar5) {
_V_memmove((void *)((int)pvVar4 + iVar6 + 4),(void *)((int)pvVar4 + iVar6),iVar5 * 4);
pvVar4 = *(void **)(this + 0x454);
}
if ((undefined4 *)(iVar6 + (int)pvVar4) != (undefined4 *)0x0) {
*(undefined4 *)(iVar6 + (int)pvVar4) = param_1;
}
if (this[0x6c] == (CTeam)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CTeam)((byte)this[0x70] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 0x74) = uVar1;
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.