CTerrorPlayer::UpdateTeamDesired
0x009b7650 · 435 bytes · __thiscall
_ZN13CTerrorPlayer17UpdateTeamDesiredEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateTeamDesired() */
void __thiscall CTerrorPlayer::UpdateTeamDesired(CTerrorPlayer *this)
{
code *pcVar1;
char cVar2;
KeyValues *this_00;
int iVar3;
char *pcVar4;
undefined4 uVar5;
int local_30;
int local_28;
int local_24;
FindUsedTeamDesiredSurvivorSlots local_20 [16];
cVar2 = (**(code **)(*(int *)this + 0x778))(this);
if (cVar2 == '\0') {
local_28 = 0;
local_24 = 8;
this_00 = (KeyValues *)CDirector::PlayerAvatarGet(TheDirector,*(edict_t **)(this + 0x30));
CDirector::PlayerAvatarUnpack(TheDirector,this_00,&local_28,(SurvivorCharacterType *)&local_24);
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
local_30 = *(int *)(this + 0x2ba0);
cVar2 = CDirector::AreTeamsFlipped(TheDirector);
if (cVar2 != '\0') {
if (iVar3 == 2) {
iVar3 = 3;
}
else if (iVar3 == 3) {
local_20[0] = (FindUsedTeamDesiredSurvivorSlots)0x1;
local_30 = 0;
local_20[1] = (FindUsedTeamDesiredSurvivorSlots)0x1;
local_20[2] = (FindUsedTeamDesiredSurvivorSlots)0x1;
local_20[3] = (FindUsedTeamDesiredSurvivorSlots)0x1;
ForEachTerrorPlayer<FindUsedTeamDesiredSurvivorSlots>(local_20);
do {
if (local_20[local_30] != (FindUsedTeamDesiredSurvivorSlots)0x0) goto LAB_009b7800;
local_30 = local_30 + 1;
} while (local_30 != 4);
local_30 = 8;
LAB_009b7800:
iVar3 = 2;
}
}
if (((iVar3 != local_28) || (local_30 != local_24)) && (this_00 != (KeyValues *)0x0)) {
pcVar4 = (char *)GetTeamName(iVar3);
KeyValues::SetString(this_00,"team",pcVar4);
if (iVar3 != 3) {
if ((local_30 == 8) || (iVar3 != 2)) {
DevWarning("CTerrorPlayer::UpdateTeamDesired error ( team %d : character %d )\n",iVar3,
local_30);
return;
}
pcVar4 = (char *)SurvivorCharacterName(local_30);
KeyValues::SetString(this_00,"avatar",pcVar4);
}
cVar2 = CTerrorGameRules::IsTeamOnTeamMode();
if (cVar2 == '\0') {
pcVar1 = *(code **)(*engine + 0x21c);
uVar5 = KeyValues::MakeCopy(this_00);
(*pcVar1)(engine,*(undefined4 *)(this + 0x30),uVar5);
}
}
}
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.