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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.