CGameRules::IsSpawnPointValid
0x0045f330 · 57 bytes · __thiscall
_ZN10CGameRules17IsSpawnPointValidEP11CBaseEntityP11CBasePlayer
Decompiled
undefined (3 params)
/* CGameRules::IsSpawnPointValid(CBaseEntity*, CBasePlayer*) */
undefined4 __thiscall
CGameRules::IsSpawnPointValid(CGameRules *this,CBaseEntity *param_1,CBasePlayer *param_2)
{
char cVar1;
undefined4 uVar2;
cVar1 = (**(code **)(*(int *)param_1 + 0x13c))(param_1,param_2);
if (cVar1 != '\0') {
uVar2 = IsSpawnPointValid(param_1,param_2);
return uVar2;
}
return 0;
}
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.