CTerrorGameRules::FPlayerCanRespawn
0x00509580 · 399 bytes · __thiscall
_ZN16CTerrorGameRules17FPlayerCanRespawnEP11CBasePlayer
Decompiled
undefined (2 params)
/* CTerrorGameRules::FPlayerCanRespawn(CBasePlayer*) */
uint __thiscall CTerrorGameRules::FPlayerCanRespawn(CTerrorGameRules *this,CBasePlayer *param_1)
{
char cVar1;
int *piVar2;
undefined4 uVar3;
int iVar4;
uint uVar5;
uint uVar6;
color32_s local_34;
undefined1 local_33;
undefined1 local_32;
undefined1 local_31;
float local_30 [8];
if ((param_1 == (CBasePlayer *)0x0) ||
(cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0')) {
param_1 = (CBasePlayer *)0x0;
Error("FPlayerCanRespawn: pPlayer=0");
}
piVar2 = (int *)GetGlobalTeam(3);
uVar3 = (**(code **)(*piVar2 + 0x354))(piVar2);
*(undefined4 *)(this + 0x270) = uVar3;
piVar2 = (int *)GetGlobalTeam(2);
iVar4 = (**(code **)(*piVar2 + 0x354))(piVar2);
*(int *)(this + 0x26c) = iVar4;
if (0 < iVar4) {
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (iVar4 == 2) {
if (*(int *)(this + 0x26c) == 1) {
return 1;
}
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
}
else {
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
}
if (iVar4 == 2) {
uVar6 = CDirector::IsAnySurvivorInStartArea();
if (((char)uVar6 != '\0') ||
(uVar5 = CDirector::HasAnySurvivorLeftSafeArea(TheDirector), (char)uVar5 == '\0')) {
return 1;
}
local_30[0] = 1e+09;
local_30[1] = 2.8026e-45;
local_30[2] = 0.0;
local_30[3] = 0.0;
local_30[4] = 0.0;
ForEachTerrorPlayer<LowestFlowDistance>((LowestFlowDistance *)local_30);
if (local_30[0] < *(float *)(ZombieSpawnFlowLimit._28_4_ + 0x2c)) {
return uVar5;
}
local_34 = (color32_s)0x0;
local_33 = 0;
local_32 = 0;
local_31 = 0;
if (*(int *)(mp_fadetoblack._28_4_ + 0x30) == 0) {
return uVar6;
}
UTIL_ScreenFade((CBaseEntity *)param_1,&local_34,3.0,3.0,10);
return uVar6;
}
}
uVar6 = 1;
if (0 < *(int *)(param_1 + 0x23e4)) {
uVar6 = (byte)this[0x27c] ^ 1;
}
return uVar6;
}
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.