L L4D2node

CTerrorPlayer::AutoSelectTeam

0x009968f0 · 202 bytes · __thiscall

_ZN13CTerrorPlayer14AutoSelectTeamEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::AutoSelectTeam() */

undefined4 __thiscall CTerrorPlayer::AutoSelectTeam(CTerrorPlayer *this)

{
  char cVar1;
  undefined4 uVar2;
  
  uVar2 = 1;
  if (*(int *)(gpGlobals + 0x48) != 3) {
    uVar2 = 0;
    cVar1 = (**(code **)(*(int *)this + 0x778))(this);
    if (cVar1 == '\0') {
      uVar2 = (**(code **)(*(int *)this + 0xb8))(this);
      UTIL_LogPrintf("Human player %s auto-selecting team\n",uVar2);
      uVar2 = CDirector::IsTeamFull(TheDirector,2,1);
      if ((char)uVar2 == '\0') {
        (**(code **)(*(int *)this + 0x8cc))(this,2);
        return 1;
      }
      (**(code **)(*(int *)this + 0x8cc))(this,3,8,0);
      CCSPlayer::State_Transition((CCSPlayer *)this,6);
    }
  }
  return uVar2;
}

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)