EnsureTeamSize::operator()
0x009ee5d0 · 189 bytes · __thiscall
_ZN14EnsureTeamSizeclEP11CBasePlayer
Decompiled
undefined (2 params)
/* EnsureTeamSize::TEMPNAMEPLACEHOLDERVALUE(CBasePlayer*) */
undefined4 __thiscall EnsureTeamSize::operator()(EnsureTeamSize *this,CBasePlayer *param_1)
{
char cVar1;
int iVar2;
CBasePlayer *local_10;
if (param_1 != (CBasePlayer *)0x0) {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 != '\0') {
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (iVar2 == *(int *)(this + 8)) {
cVar1 = (**(code **)(*(int *)param_1 + 0x778))(param_1);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
local_10 = (CBasePlayer *)0x0;
if (cVar1 != '\0') {
local_10 = param_1;
}
CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)(this + 0x10),
*(int *)(this + 0x1c),(CTerrorPlayer **)&local_10);
return 1;
}
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
local_10 = (CBasePlayer *)0x0;
if (cVar1 != '\0') {
local_10 = param_1;
}
CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)(this + 0x24),
*(int *)(this + 0x30),(CTerrorPlayer **)&local_10);
return 1;
}
}
}
return 1;
}
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.