L L4D2node

CTerrorGameRules::OnPlayerTeleported

0x0050a130 · 86 bytes · __thiscall

_ZN16CTerrorGameRules18OnPlayerTeleportedEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CTerrorGameRules::OnPlayerTeleported(CTerrorPlayer*) */

void __thiscall CTerrorGameRules::OnPlayerTeleported(CTerrorGameRules *this,CTerrorPlayer *param_1)

{
  undefined4 *puVar1;
  undefined4 local_14;
  undefined4 local_10;
  
  local_14 = 0xffffffff;
  if (param_1 != (CTerrorPlayer *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_14 = *puVar1;
  }
  local_10 = *(undefined4 *)(gpGlobals + 0xc);
  CUtlVector<CTerrorGameRules::TeleportedPlayer,CUtlMemory<CTerrorGameRules::TeleportedPlayer,int>>
  ::InsertBefore((CUtlVector<CTerrorGameRules::TeleportedPlayer,CUtlMemory<CTerrorGameRules::TeleportedPlayer,int>>
                  *)(this + 0x378),*(int *)(this + 900),(TeleportedPlayer *)&local_14);
  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)