L L4D2node

CC_CH_ForceRespawn

0x004cba40 · 86 bytes · unknown

_Z18CC_CH_ForceRespawnv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_CH_ForceRespawn() */

void CC_CH_ForceRespawn(void)

{
  CTeamplayRoundBasedRules *this;
  
  if ((g_pGameRules != 0) &&
     (this = (CTeamplayRoundBasedRules *)
             __dynamic_cast(g_pGameRules,&CGameRules::typeinfo,&CTeamplayRoundBasedRules::typeinfo,0
                           ), this != (CTeamplayRoundBasedRules *)0x0)) {
    CTeamplayRoundBasedRules::RespawnPlayers(this,true,false,0);
  }
  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)