L L4D2node

CCSGameRules::FPlayerCanRespawn

0x00434080 · 317 bytes · __thiscall

_ZN12CCSGameRules17FPlayerCanRespawnEP11CBasePlayer

Decompiled

undefined (2 params)

/* CCSGameRules::FPlayerCanRespawn(CBasePlayer*) */

undefined4 __thiscall CCSGameRules::FPlayerCanRespawn(CCSGameRules *this,CBasePlayer *param_1)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  undefined4 uVar4;
  color32_s local_10;
  undefined1 local_f;
  undefined1 local_e;
  undefined1 local_d;
  
  if ((param_1 == (CBasePlayer *)0x0) ||
     (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0')) {
    param_1 = (CBasePlayer *)0x0;
    Error("FPlayerCanRespawn: pPlayer=0");
  }
  if (((((*(int *)(param_1 + 0x23e4) < 1) || (this[0x27c] == (CCSGameRules)0x0)) &&
       (*(float *)(this + 0x268) < *(float *)(gpGlobals + 0xc) ||
        *(float *)(this + 0x268) == *(float *)(gpGlobals + 0xc))) &&
      ((iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar2 == 3 ||
       (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar2 == 2)))) &&
     (*(int *)(param_1 + 0x290c) != 0)) {
    piVar3 = (int *)GetGlobalTeam(3);
    uVar4 = (**(code **)(*piVar3 + 0x354))(piVar3);
    *(undefined4 *)(this + 0x270) = uVar4;
    piVar3 = (int *)GetGlobalTeam(2);
    iVar2 = (**(code **)(*piVar3 + 0x354))(piVar3);
    *(int *)(this + 0x26c) = iVar2;
    if (((iVar2 < 1) || (*(int *)(this + 0x270) < 1)) ||
       (*(float *)(gpGlobals + 0xc) <= *(float *)(this + 0x244) + 20.0)) {
      return 1;
    }
    local_10 = (color32_s)0x0;
    local_f = 0;
    local_e = 0;
    local_d = 0xff;
    if (*(int *)(mp_fadetoblack._28_4_ + 0x30) != 0) {
      UTIL_ScreenFade((CBaseEntity *)param_1,&local_10,3.0,3.0,10);
    }
  }
  return 0;
}

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)