L L4D2node

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 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)