CTerrorPlayer::OnTeamChanged
0x009b2ac0 · 314 bytes · __thiscall
_ZN13CTerrorPlayer13OnTeamChangedEi
Decompiled
undefined (2 params)
/* CTerrorPlayer::OnTeamChanged(int) */
void __thiscall CTerrorPlayer::OnTeamChanged(CTerrorPlayer *this,int param_1)
{
char cVar1;
int iVar2;
undefined4 local_10;
if (param_1 == 3) {
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
gm_bChangingTeamFromZombie = iVar2 != 3;
PlayerReporter::CreateAwardTemplatesForPlayer(ThePlayerReporter,this);
if ((*(int *)(this + 0x2ba4) == 8) &&
((cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 == '\0' ||
(cVar1 = CDirector::IsFinale((CDirector *)TheDirector), cVar1 == '\0')))) {
local_10 = 8;
ForEachTerrorPlayer<BossKilledMusic>((BossKilledMusic *)&local_10);
}
}
else {
gm_bChangingTeamFromZombie = 0;
PlayerReporter::CreateAwardTemplatesForPlayer(ThePlayerReporter,this);
}
this[0x3ab0] = (CTerrorPlayer)0x0;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
cVar1 = IsASurvivorTeam(iVar2);
if ((cVar1 == '\0') ||
(cVar1 = (**(code **)(*g_pGameRules + 0x118))(g_pGameRules,this), cVar1 == '\0')) {
CCSPlayer::State_Transition((CCSPlayer *)this,6);
cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
}
else {
(**(code **)(*(int *)this + 100))(this);
cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
}
if ((cVar1 != '\0') && (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 == 3)) {
Music::Reset((Music *)(this + 0x3ab4));
}
CDirector::OnTeamChanged(TheDirector,(int)this);
gm_bChangingTeamFromZombie = 0;
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.