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 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.