L L4D2node

CTerrorPlayer::SetCharacter

0x0099a5b0 · 441 bytes · __thiscall

_ZN13CTerrorPlayer12SetCharacterE21SurvivorCharacterType

Decompiled

undefined (2 params)

/* CTerrorPlayer::SetCharacter(SurvivorCharacterType) */

void __thiscall CTerrorPlayer::SetCharacter(CTerrorPlayer *this,int param_2)

{
  CBaseEdict *pCVar1;
  code *UNRECOVERED_JUMPTABLE;
  code *pcVar2;
  char cVar3;
  int iVar4;
  int *piVar5;
  undefined4 *puVar6;
  
  puVar6 = (undefined4 *)&stack0xffffffc4;
  iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar3 = IsASurvivorTeam(iVar4);
  if (cVar3 == '\0') {
    if (*(int *)(this + 0x2ba0) != 8) {
      if (this[0x6c] == (CTerrorPlayer)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar4 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
      }
      *(undefined4 *)(this + 0x2ba0) = 8;
      piVar5 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
      puVar6 = (undefined4 *)&stack0xffffffc4;
      goto joined_r0x0099a714;
    }
  }
  else {
    iVar4 = *(int *)(this + 0x2ba0);
    if (iVar4 != 8) {
      (**(code **)(*(int *)this + 0x534))();
      iVar4 = *(int *)(this + 0x2ba0);
    }
    if (iVar4 != param_2) {
      if (this[0x6c] == (CTerrorPlayer)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar4 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
      }
      *(int *)(this + 0x2ba0) = param_2;
    }
    (**(code **)(*(int *)this + 0x20))();
    SurvivorCharacterName();
    (**(code **)(*(int *)this + 0xb8))();
    UTIL_LogPrintf("(SKIN) SetCharacter: Survivor %s chose character %s(%d) from model %s\n");
    cVar3 = (**(code **)(*(int *)this + 0x5a8))();
    puVar6 = (undefined4 *)&stack0xffffffc0;
    if (cVar3 != '\0') {
      UNRECOVERED_JUMPTABLE = *(code **)(*engine + 0x15c);
      SurvivorCharacterDisplayName();
      (*UNRECOVERED_JUMPTABLE)();
      puVar6 = (undefined4 *)&stack0xffffffc0;
    }
  }
  *puVar6 = this;
  puVar6[-1] = 0x99a697;
  piVar5 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)*puVar6);
joined_r0x0099a714:
  if (piVar5 != (int *)0x0) {
    iVar4 = *piVar5;
    *puVar6 = piVar5;
    UNRECOVERED_JUMPTABLE = *(code **)(iVar4 + 0x3fc);
    puVar6[-1] = 0x99a6a8;
    (*UNRECOVERED_JUMPTABLE)();
    iVar4 = *piVar5;
    UNRECOVERED_JUMPTABLE = *(code **)(iVar4 + 0x70);
    *puVar6 = piVar5;
    puVar6[1] = 0;
    pcVar2 = *(code **)(iVar4 + 0x504);
    puVar6[-1] = 0x99a6be;
    (*pcVar2)();
                    /* WARNING: Could not recover jumptable at 0x0099a6cd. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (*UNRECOVERED_JUMPTABLE)();
    return;
  }
  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)