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 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.