L L4D2node

CBaseClient::SpawnPlayer

0x000fba70 · 697 bytes · __thiscall

_ZN11CBaseClient11SpawnPlayerEv

Decompiled

undefined (1 param)

/* CBaseClient::SpawnPlayer() */

void __thiscall CBaseClient::SpawnPlayer(CBaseClient *this)

{
  undefined4 uVar1;
  char cVar2;
  undefined4 uVar3;
  undefined **local_e4;
  undefined1 local_e0;
  undefined4 local_dc;
  undefined4 local_d8;
  undefined4 local_d4;
  undefined8 local_d0;
  undefined4 local_c8;
  undefined4 local_c4;
  undefined8 local_c0;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined1 local_b0;
  undefined8 local_ac;
  undefined4 local_a4;
  undefined4 local_a0;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_90;
  undefined **local_8c;
  undefined1 local_88;
  undefined4 local_84;
  undefined4 local_80;
  undefined4 local_7c;
  undefined8 local_78;
  undefined4 local_70;
  undefined4 local_6c;
  undefined8 local_68;
  undefined4 local_60;
  undefined4 local_5c;
  undefined1 local_58;
  undefined8 local_54;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  COM_TimestampedLog("CBaseClient::SpawnPlayer");
  cVar2 = (**(code **)(*(int *)this + 0x78))(this);
  if (cVar2 == '\0') {
    (**(code **)(*(int *)this + 0x100))(this);
    uVar3 = CFrameSnapshotManager::CreateEmptySnapshot
                      ((CFrameSnapshotManager *)framesnapshotmanager,0,0x800);
    *(undefined4 *)(this + 0x104) = uVar3;
  }
  uVar1 = host_frametime_unbounded;
  uVar3 = host_frametime_stddeviation;
  local_98 = (**(code **)(**(int **)(this + 0xb8) + 0x2c))(*(int **)(this + 0xb8));
  local_94 = uVar1;
  local_d0 = 0;
  local_c0 = 0;
  local_ac = 0;
  local_90 = uVar3;
  local_d8 = 0;
  local_d4 = 0;
  local_c8 = 0;
  local_c4 = 0;
  local_b8 = 0;
  local_b4 = 0;
  local_b0 = 0;
  local_a4 = 0;
  local_a0 = 0;
  local_dc = 0;
  local_e4 = &PTR__NET_Tick_002a1b28;
  local_e0 = 0;
  (**(code **)(*(int *)this + 100))(this,&local_e4,1,0);
  SetSignonState(this,5);
  local_3c = (**(code **)(**(int **)(this + 0xb8) + 0x40))(*(int **)(this + 0xb8));
  local_40 = *(undefined4 *)(this + 0xec);
  local_80 = 0;
  local_7c = 0;
  local_78 = 0;
  local_70 = 0;
  local_6c = 0;
  local_68 = 0;
  local_60 = 0;
  local_5c = 0;
  local_58 = 0;
  local_54 = 0;
  local_4c = 0;
  local_48 = 0;
  local_88 = 1;
  local_84 = 0;
  local_8c = &PTR__NET_SignonState_002a1888;
  local_34 = 0;
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  local_24 = 0;
  local_20 = 0;
  local_1c = 0;
  local_18 = 0;
  local_14 = 0;
  local_10 = 0;
  local_38 = 0;
                    /* try { // try from 000fbc81 to 000fbca1 has its CatchHandler @ 000fbd33 */
  FillSignOnFullServerInfo(this,(NET_SignonState *)&local_8c);
  (**(code **)(*(int *)this + 100))(this,(NET_SignonState *)&local_8c,0,0);
  local_14 = 0;
  local_8c = &PTR__NET_SignonState_002a1888;
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_20);
  local_10 = local_20;
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_20);
  local_28 = 0;
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_34);
  local_24 = local_34;
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_34);
  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)