CMultiplayRules::PlayerSpawn
0x0046e760 · 86 bytes · __thiscall
_ZN15CMultiplayRules11PlayerSpawnEP11CBasePlayer
Decompiled
undefined (2 params)
/* CMultiplayRules::PlayerSpawn(CBasePlayer*) */
void __thiscall CMultiplayRules::PlayerSpawn(CMultiplayRules *this,CBasePlayer *param_1)
{
CBaseEntity *pCVar1;
pCVar1 = (CBaseEntity *)0x0;
(**(code **)(*(int *)param_1 + 0x764))(param_1,1);
while( true ) {
pCVar1 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar1,"game_player_equip");
if (pCVar1 == (CBaseEntity *)0x0) break;
(**(code **)(*(int *)pCVar1 + 0x1b4))(pCVar1,param_1);
}
return;
}
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.