L L4D2node

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 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)