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 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.