L L4D2node

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 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)