L L4D2node

CTerrorPlayer::ForceChangeTeam

0x009b1f70 · 137 bytes · __thiscall

_ZN13CTerrorPlayer15ForceChangeTeamEi

Decompiled

undefined (2 params)

/* CTerrorPlayer::ForceChangeTeam(int) */

void __thiscall CTerrorPlayer::ForceChangeTeam(CTerrorPlayer *this,int param_1)

{
  code *pcVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  CFmtStrN<256> local_11c [5];
  undefined1 local_117 [263];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar1 = *(code **)(*engine + 0x9c);
  uVar2 = GetTeamName(param_1);
  CFmtStrN<256>::CFmtStrN(local_11c,"jointeam %s\n",uVar2);
  (*pcVar1)(engine,*(undefined4 *)(this + 0x30),"%s",local_117);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)