L L4D2node

CGameClient::SpawnPlayer

0x001eb590 · 246 bytes · __thiscall

_ZN11CGameClient11SpawnPlayerEv

Decompiled

undefined (1 param)

/* CGameClient::SpawnPlayer() */

void __thiscall CGameClient::SpawnPlayer(CGameClient *this)

{
  undefined **local_5c;
  undefined1 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined8 local_48;
  undefined4 local_40;
  undefined4 local_3c;
  undefined8 local_38;
  undefined4 local_30;
  undefined4 local_2c;
  undefined1 local_28;
  undefined8 local_24;
  undefined4 local_1c;
  undefined4 local_18;
  int local_10;
  
  if (DAT_003b8128 == '\0') {
    (**(code **)(*serverGameEnts + 0xc))(serverGameEnts,*(undefined4 *)(this + 0x1d750));
    InitializeEntityDLLFields(*(edict_t **)(this + 0x1d750));
  }
  else {
    CBaseServer::SetPaused((CBaseServer *)&sv,false);
  }
  this[0x1f8a8] = (CGameClient)0x0;
  local_50 = 0;
  local_48 = 0;
  local_38 = 0;
  local_10 = *(int *)(this + 0x30) + 1;
  local_24 = 0;
  *(int *)(this + 0x34) = local_10;
  local_4c = 0;
  local_40 = 0;
  local_3c = 0;
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  local_1c = 0;
  local_18 = 0;
  local_58 = 1;
  local_54 = 0;
  local_5c = &PTR__SVC_SetView_002a1948;
  (**(code **)(*(int *)this + 100))(this,&local_5c,0,0);
  CBaseClient::SpawnPlayer((CBaseClient *)this);
  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)