L L4D2node

CCSGameRules::PlayerSpawn

0x00432fa0 · 212 bytes · __thiscall

_ZN12CCSGameRules11PlayerSpawnEP11CBasePlayer

Decompiled

undefined (2 params)

/* CCSGameRules::PlayerSpawn(CBasePlayer*) */

void __thiscall CCSGameRules::PlayerSpawn(CCSGameRules *this,CBasePlayer *param_1)

{
  int iVar1;
  bool bVar2;
  char cVar3;
  CBaseEntity *pCVar4;
  
  if ((param_1 == (CBasePlayer *)0x0) ||
     (cVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar3 == '\0')) {
    param_1 = (CBasePlayer *)0x0;
    Error("PlayerSpawn");
    iVar1 = iRam000023bc;
  }
  else {
    iVar1 = *(int *)(param_1 + 0x23bc);
  }
  if (iVar1 == 0) {
    pCVar4 = (CBaseEntity *)0x0;
    bVar2 = true;
    (**(code **)(*(int *)param_1 + 0x764))(param_1,1);
    while (pCVar4 = (CBaseEntity *)
                    CGlobalEntityList::FindEntityByClassname
                              ((CGlobalEntityList *)gEntList,pCVar4,"game_player_equip"),
          pCVar4 != (CBaseEntity *)0x0) {
      if (bVar2) {
        (**(code **)(*(int *)param_1 + 0x5c4))(param_1,1);
      }
      bVar2 = false;
      (**(code **)(*(int *)pCVar4 + 0x1b4))(pCVar4,param_1);
    }
    if ((bVar2) || (param_1[0x23e3] != (CBasePlayer)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x00433083. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)param_1 + 0x808))();
      return;
    }
  }
  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)