L L4D2node

CGameRules::IsSpawnPointValid

0x0045f280 · 158 bytes · __regparm3

_ZN10CGameRules17IsSpawnPointValidEP11CBaseEntityP11CBasePlayer.part.24

Decompiled

undefined (2 params)

/* CGameRules::IsSpawnPointValid(CBaseEntity*, CBasePlayer*) [clone .part.24] */

undefined4 __regparm3 CGameRules::IsSpawnPointValid(CBaseEntity *param_1,CBasePlayer *param_2)

{
  char cVar1;
  CBasePlayer *pCVar2;
  int local_824 [517];
  
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(param_1);
  }
  CEntitySphereQuery::CEntitySphereQuery
            ((CEntitySphereQuery *)local_824,(Vector *)(param_1 + 0x2e0),128.0,0);
  while( true ) {
    pCVar2 = (CBasePlayer *)CEntitySphereQuery::GetCurrentEntity((CEntitySphereQuery *)local_824);
    if (pCVar2 == (CBasePlayer *)0x0) {
      return 1;
    }
    cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
    if ((cVar1 != '\0') && (pCVar2 != param_2)) break;
    local_824[0] = local_824[0] + 1;
  }
  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)