CTeam::Init
0x008396f0 · 274 bytes · __thiscall
_ZN5CTeam4InitEPKci
Decompiled
undefined (3 params)
/* CTeam::Init(char const*, int) */
void __thiscall CTeam::Init(CTeam *this,char *param_1,int param_2)
{
undefined4 uVar1;
CBaseEdict *pCVar2;
CTeam CVar3;
int iVar4;
(**(code **)(*(int *)this + 0x338))(this);
(**(code **)(*(int *)this + 0x348))(this);
if (*(int *)(this + 0x488) == 0) {
CVar3 = this[0x6c];
}
else {
if (this[0x6c] == (CTeam)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
CVar3 = (CTeam)0x0;
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
CVar3 = this[0x6c];
}
}
else {
this[0x70] = (CTeam)((byte)this[0x70] | 1);
CVar3 = (CTeam)0x1;
}
*(undefined4 *)(this + 0x488) = 0;
}
if (CVar3 == (CTeam)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CTeam)((byte)this[0x70] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 0x74) = uVar1;
V_strncpy((char *)(this + 0x468),param_1,0x20);
if (param_2 != *(int *)(this + 0x498)) {
if (this[0x6c] == (CTeam)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CTeam)((byte)this[0x70] | 1);
}
*(int *)(this + 0x498) = param_2;
}
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.