L L4D2node

BossZombiePlayerBot::OnTeamChanged

0x00a78460 · 126 bytes · __thiscall

_ZN19BossZombiePlayerBot13OnTeamChangedEi

Decompiled

undefined (2 params)

/* BossZombiePlayerBot::OnTeamChanged(int) */

void __thiscall BossZombiePlayerBot::OnTeamChanged(BossZombiePlayerBot *this,int param_1)

{
  code *UNRECOVERED_JUMPTABLE;
  int iVar1;
  undefined4 uVar2;
  
  CTerrorPlayer::OnTeamChanged((CTerrorPlayer *)this,param_1);
  iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (((iVar1 != 0) && (iVar1 != 3)) && ((param_1 == 0 || (param_1 == 3)))) {
    UNRECOVERED_JUMPTABLE = *(code **)(*engine + 0x94);
    uVar2 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
    UTIL_VarArgs("kickid %d infected team is full\n",uVar2);
                    /* WARNING: Could not recover jumptable at 0x00a784de. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (*UNRECOVERED_JUMPTABLE)();
    return;
  }
  return;
}

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)