L L4D2node

CBaseClient::ActivatePlayer

0x000f9740 · 92 bytes · __thiscall

_ZN11CBaseClient14ActivatePlayerEv

Decompiled

undefined (1 param)

/* CBaseClient::ActivatePlayer() */

void __thiscall CBaseClient::ActivatePlayer(CBaseClient *this)

{
  CMapReslistGenerator *this_00;
  
  COM_TimestampedLog("CBaseClient::ActivatePlayer");
  (**(code **)(**(int **)(this + 0xb8) + 0xc0))(*(int **)(this + 0xb8),*(undefined4 *)(this + 0x30))
  ;
  SetSignonState(this,6);
  this_00 = (CMapReslistGenerator *)MapReslistGenerator();
  CMapReslistGenerator::OnPlayerSpawn(this_00);
  NotifyDedicatedServerUI();
  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)