CBaseTeamObjectiveResource::SetCappingTeam
0x0083baa0 · 204 bytes · __thiscall
_ZN26CBaseTeamObjectiveResource14SetCappingTeamEii
Decompiled
undefined (3 params)
/* CBaseTeamObjectiveResource::SetCappingTeam(int, int) */
void __thiscall
CBaseTeamObjectiveResource::SetCappingTeam(CBaseTeamObjectiveResource *this,int param_1,int param_2)
{
CBaseEdict *pCVar1;
int iVar2;
int iVar3;
int iVar4;
uint uVar5;
iVar4 = param_2;
iVar2 = param_1 * 4;
if (*(int *)(this + iVar2 + 0xe9c) != param_2) {
iVar3 = memcmp(this + iVar2 + 0xe9c,¶m_2,4);
if (iVar3 == 0) {
uVar5 = *(uint *)(this + 0x450) + 1 & 0x3f;
if (*(uint *)(this + 0x450) == uVar5) {
return;
}
}
else {
if (this[0x6c] == (CBaseTeamObjectiveResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
}
*(int *)(this + iVar2 + 0xe9c) = iVar4;
uVar5 = *(uint *)(this + 0x450) + 1 & 0x3f;
if (*(uint *)(this + 0x450) == uVar5) {
return;
}
}
if (this[0x6c] == (CBaseTeamObjectiveResource)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
*(uint *)(this + 0x450) = uVar5;
}
else {
this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
*(uint *)(this + 0x450) = uVar5;
}
}
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.