L L4D2node

CTerrorPlayer::HandleCommand_JoinTeam

0x009c9b80 · 1117 bytes · __thiscall

_ZN13CTerrorPlayer22HandleCommand_JoinTeamEi21SurvivorCharacterTypeb

Decompiled

undefined (4 params)

/* CTerrorPlayer::HandleCommand_JoinTeam(int, SurvivorCharacterType, bool) */

undefined4 __thiscall
CTerrorPlayer::HandleCommand_JoinTeam(CTerrorPlayer *this,int param_1,int param_3,char param_4)

{
  code *pcVar1;
  CBaseEdict *this_00;
  char cVar2;
  int iVar3;
  int iVar4;
  undefined4 *puVar5;
  CTerrorPlayer local_21;
  
  puVar5 = (undefined4 *)&stack0xffffffb4;
  iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar3 == param_1) {
    return 1;
  }
  iVar3 = GetGlobalTeam(param_1);
  if (iVar3 == 0) {
    Warning();
    return 0;
  }
  if ((param_1 == 4) && (cVar2 = (**(code **)(*(int *)this + 0x778))(), cVar2 == '\0')) {
    return 0;
  }
  if (*(char *)(TheNavMesh + 0x60c) == '\0') {
    ClientPrint((CBasePlayer *)this,4,"ERROR: FLOW IS BROKEN - DIRECTOR CANNOT POPULATE WORLD",
                (char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
    ClientPrint((CBasePlayer *)this,3,"ERROR: FLOW IS BROKEN - DIRECTOR CANNOT POPULATE WORLD",
                (char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
  }
  (**(code **)(*(int *)this + 0x534))();
  local_21 = (CTerrorPlayer)0x0;
  if ((1 < param_1 - 2U) || (param_4 != '\0')) goto LAB_009c9be8;
  if (*(int *)(ZombieRestrictTeamChange._28_4_ + 0x30) != 0) {
    param_1 = 2;
    cVar2 = CDirector::IsTeamFull();
    if (cVar2 != '\0') {
      param_1 = 1;
      cVar2 = CDirector::IsTeamFull();
      local_21 = (CTerrorPlayer)0x1;
      if (cVar2 == '\0') {
        param_1 = 3;
        (**(code **)(*(int *)this + 0x8e0))();
        ResetClassSpawnSystem(this);
        local_21 = (CTerrorPlayer)0x0;
        *(undefined4 *)(this + 0x2d48) = 0;
      }
    }
    goto LAB_009c9be8;
  }
  if ((param_3 == 8) || (cVar2 = (**(code **)(*(int *)this + 0x778))(), cVar2 != '\0')) {
    if (param_1 == 2) {
      cVar2 = CDirector::IsTeamFull();
      if (cVar2 != '\0') {
LAB_009c9fa8:
        param_1 = 3;
        (**(code **)(*(int *)this + 0x778))();
      }
    }
    else {
      (**(code **)(*(int *)this + 0x778))();
      cVar2 = CDirector::IsTeamFull();
      if (cVar2 == '\0') goto LAB_009c9fa8;
      param_1 = 2;
    }
    cVar2 = CDirector::IsTeamFull();
    local_21 = (CTerrorPlayer)0x0;
    if (cVar2 != '\0') {
      param_1 = 1;
      iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
      local_21 = (CTerrorPlayer)0x1;
      if (iVar3 == 0) goto LAB_009c9be8;
      param_1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
      local_21 = (CTerrorPlayer)(param_1 == 1);
    }
  }
  else {
    cVar2 = CDirector::IsTeamFull();
    if (cVar2 != '\0') {
      return 0;
    }
  }
  if ((param_1 == 3) && (iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar3 != 3)) {
    cVar2 = (**(code **)(*(int *)this + 300))();
    if (cVar2 != '\0') {
      this[0x3375] = (CTerrorPlayer)0x1;
      this[0x3376] = (CTerrorPlayer)0x1;
    }
    ResetClassSpawnSystem(this);
    *(undefined4 *)(this + 0x2d48) = 0;
  }
LAB_009c9be8:
  *(int *)(this + 0x2eac) = param_3;
  if ((param_3 == 8) || (iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), param_1 != iVar3))
  {
    iVar3 = (**(code **)(*(int *)this + 0x194))();
    cVar2 = IsASurvivorTeam(iVar3);
    if (cVar2 != '\0') {
      iVar3 = ChooseSurvivorCharacter();
      if (iVar3 + 1 != *(int *)(this + 0x290c)) {
        if (this[0x6c] == (CTerrorPlayer)0x0) {
          this_00 = *(CBaseEdict **)(this + 0x30);
          if (this_00 != (CBaseEdict *)0x0) {
            *(uint *)this_00 = *(uint *)this_00 | 0x101;
            iVar4 = CBaseEdict::GetChangeAccessor(this_00);
            *(undefined2 *)(iVar4 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
        }
        *(int *)(this + 0x290c) = iVar3 + 1;
      }
      GetSurvivorModelName();
      (**(code **)(*(int *)this + 0x20))();
      puVar5 = (undefined4 *)&stack0xffffffb0;
      (**(code **)(*(int *)this + 0xb8))();
      UTIL_LogPrintf("(SKIN) Survivor %s changed model from %s to %s via HandleCommand_JoinTeam\n");
      (**(code **)(*(int *)this + 0x70))();
      (**(code **)(*(int *)this + 0x920))();
    }
    this[0x3ab0] = local_21;
    iVar3 = *(int *)this;
    puVar5[3] = 0;
    puVar5[2] = 0;
    puVar5[1] = "takeover_survivor_bar";
    *puVar5 = this;
    pcVar1 = *(code **)(iVar3 + 0x580);
    puVar5[-1] = 0x9c9c4e;
    (*pcVar1)();
    *puVar5 = this;
    puVar5[-1] = 0x9c9c56;
    UpdateTeamDesired((CTerrorPlayer *)*puVar5);
  }
  return 1;
}

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)