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 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.