L L4D2node

CCSGameRules::IsSpawnPointValid

0x004347c0 · 123 bytes · __thiscall

_ZN12CCSGameRules17IsSpawnPointValidEP11CBaseEntityP11CBasePlayer

Decompiled

undefined (3 params)

/* CCSGameRules::IsSpawnPointValid(CBaseEntity*, CBasePlayer*) */

void __thiscall
CCSGameRules::IsSpawnPointValid(CCSGameRules *this,CBaseEntity *param_1,CBasePlayer *param_2)

{
  char cVar1;
  int iVar2;
  int iVar3;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x13c))(param_1,param_2);
  if (cVar1 == '\0') {
    return;
  }
  iVar2 = (**(code **)(*(int *)this + 0x7c))(this);
  iVar3 = (**(code **)(*(int *)this + 0x7c))(this);
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(param_1);
  }
  UTIL_CanEntityFit((CBaseEntity *)param_2,(Vector *)(param_1 + 0x2e0),(Vector *)(iVar3 + 0xc),
                    (Vector *)(iVar2 + 0x18));
  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)