CBaseTeamObjectiveResource::SetOwningTeam
0x0083b950 · 301 bytes · __thiscall
_ZN26CBaseTeamObjectiveResource13SetOwningTeamEii
Decompiled
undefined (3 params)
/* CBaseTeamObjectiveResource::SetOwningTeam(int, int) */
void __thiscall
CBaseTeamObjectiveResource::SetOwningTeam(CBaseTeamObjectiveResource *this,int param_1,int param_2)
{
CBaseEdict *pCVar1;
int iVar2;
uint uVar3;
undefined4 local_10;
iVar2 = memcmp(this + param_1 * 4 + 0xee4,¶m_2,4);
if (iVar2 != 0) {
if (this[0x6c] == (CBaseTeamObjectiveResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(int *)(this + param_1 * 4 + 0xee4) = param_2;
}
else {
this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
*(int *)(this + param_1 * 4 + 0xee4) = param_2;
}
}
local_10 = 0;
iVar2 = memcmp(this + param_1 * 4 + 0xe9c,&local_10,4);
if (iVar2 != 0) {
if (this[0x6c] == (CBaseTeamObjectiveResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(undefined4 *)(this + param_1 * 4 + 0xe9c) = 0;
}
else {
this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
*(undefined4 *)(this + param_1 * 4 + 0xe9c) = 0;
}
}
uVar3 = *(uint *)(this + 0x450) + 1 & 0x3f;
if (*(uint *)(this + 0x450) != uVar3) {
if (this[0x6c] == (CBaseTeamObjectiveResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x450) = uVar3;
}
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.