L L4D2node

CTeam::CTeam

0x00839d30 · 220 bytes · __thiscall

_ZN5CTeamC2Ev

Decompiled

undefined (1 param)

/* CTeam::CTeam() */

void __thiscall CTeam::CTeam(CTeam *this)

{
  undefined4 uVar1;
  CBaseEdict *this_00;
  int iVar2;
  CTeam *pCVar3;
  byte bVar4;
  
  bVar4 = 0;
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CTeam_00cd55c8;
  *(undefined4 *)(this + 0x440) = 0;
  *(undefined4 *)(this + 0x444) = 0;
  *(undefined4 *)(this + 0x448) = 0;
  *(undefined4 *)(this + 0x44c) = 0;
  *(undefined4 *)(this + 0x450) = 0;
  *(undefined4 *)(this + 0x454) = 0;
  *(undefined4 *)(this + 0x458) = 0;
  *(undefined4 *)(this + 0x45c) = 0;
  *(undefined4 *)(this + 0x460) = 0;
  *(undefined4 *)(this + 0x464) = 0;
  if (this[0x6c] == (CTeam)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
                    /* try { // try from 00839dcc to 00839dd0 has its CatchHandler @ 00839e16 */
      iVar2 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CTeam)((byte)this[0x70] | 1);
  }
  uVar1 = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x74) = uVar1;
  pCVar3 = this + 0x468;
  for (iVar2 = 8; iVar2 != 0; iVar2 = iVar2 + -1) {
    *(undefined4 *)pCVar3 = 0;
    pCVar3 = pCVar3 + (uint)bVar4 * -8 + 4;
  }
  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)