L L4D2node

CGameRules::GetPlayerSpawnSpot

0x0045f4c0 · 442 bytes · __thiscall

_ZN10CGameRules18GetPlayerSpawnSpotEP11CBasePlayer

Decompiled

undefined (2 params)

/* CGameRules::GetPlayerSpawnSpot(CBasePlayer*) */

CBaseEntity * __thiscall CGameRules::GetPlayerSpawnSpot(CGameRules *this,CBasePlayer *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  CBaseEntity *this_00;
  undefined4 local_28;
  undefined4 local_24;
  float local_20;
  
  this_00 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x698))(param_1);
  if (((byte)this_00[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this_00);
  }
  local_28 = *(undefined4 *)(this_00 + 0x2e0);
  local_24 = *(undefined4 *)(this_00 + 0x2e4);
  local_20 = *(float *)(this_00 + 0x2e8) + 1.0;
  CBaseEntity::SetLocalOrigin((CBaseEntity *)param_1,(Vector *)&local_28);
  CBaseEntity::SetAbsVelocity((CBaseEntity *)param_1,(Vector *)&vec3_origin);
  CBaseEntity::SetLocalAngles((CBaseEntity *)param_1,(QAngle *)(this_00 + 0x3a8));
  fVar4 = DAT_01053d44;
  fVar3 = DAT_01053d40;
  fVar2 = vec3_angle;
  if (((vec3_angle == *(float *)(param_1 + 0x1ab0)) &&
      (DAT_01053d40 == *(float *)(param_1 + 0x1ab4))) &&
     (DAT_01053d44 == *(float *)(param_1 + 0x1ab8))) {
    fVar1 = *(float *)(param_1 + 0x1abc);
  }
  else {
    (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1ab0);
    fVar1 = *(float *)(param_1 + 0x1abc);
    *(float *)(param_1 + 0x1ab0) = fVar2;
    *(float *)(param_1 + 0x1ab4) = fVar3;
    *(float *)(param_1 + 0x1ab8) = fVar4;
  }
  if (((fVar2 != fVar1) || (fVar3 != *(float *)(param_1 + 0x1ac0))) ||
     (fVar4 != *(float *)(param_1 + 0x1ac4))) {
    (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1abc);
    *(float *)(param_1 + 0x1abc) = fVar2;
    *(float *)(param_1 + 0x1ac0) = fVar3;
    *(float *)(param_1 + 0x1ac4) = fVar4;
  }
  CBasePlayer::SnapEyeAngles(param_1,(QAngle *)(this_00 + 0x3a8));
  return this_00;
}

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)