L L4D2node

CMapReslistGenerator::OnPlayerSpawn

0x0018b990 · 63 bytes · __thiscall

_ZN20CMapReslistGenerator13OnPlayerSpawnEv

Decompiled

undefined (1 param)

/* CMapReslistGenerator::OnPlayerSpawn() */

void __thiscall CMapReslistGenerator::OnPlayerSpawn(CMapReslistGenerator *this)

{
  longdouble lVar1;
  
  if (this[1] != (CMapReslistGenerator)0x0) {
    *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 100);
    lVar1 = (longdouble)Plat_FloatTime();
    *(float *)(this + 0x20) = (float)lVar1 + (float)*(int *)(this + 0x60);
  }
  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)