L L4D2node

CTeam::RemovePlayer

0x00839610 · 199 bytes · __thiscall

_ZN5CTeam12RemovePlayerEP11CBasePlayer

Decompiled

undefined (2 params)

/* CTeam::RemovePlayer(CBasePlayer*) */

void __thiscall CTeam::RemovePlayer(CTeam *this,CBasePlayer *param_1)

{
  undefined4 uVar1;
  CTeam CVar2;
  int *piVar3;
  CBaseEdict *this_00;
  int iVar4;
  int iVar5;
  int iVar6;
  
  iVar5 = *(int *)(this + 0x460);
  if (iVar5 < 1) {
LAB_0083964c:
    CVar2 = this[0x6c];
  }
  else {
    piVar3 = *(int **)(this + 0x454);
    iVar4 = 0;
    if ((CBasePlayer *)*piVar3 != param_1) {
      do {
        iVar4 = iVar4 + 1;
        if (iVar4 == iVar5) goto LAB_0083964c;
      } while ((CBasePlayer *)piVar3[iVar4] != param_1);
      if (iVar4 == -1) goto LAB_0083964c;
    }
    iVar6 = (iVar5 - iVar4) + -1;
    if (iVar6 < 1) {
      *(int *)(this + 0x460) = iVar5 + -1;
    }
    else {
      _V_memmove(piVar3 + iVar4,piVar3 + iVar4 + 1,iVar6 * 4);
      *(int *)(this + 0x460) = *(int *)(this + 0x460) + -1;
    }
    CVar2 = this[0x6c];
  }
  if (CVar2 == (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 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)