L L4D2node

CCSPlayer::State_Leave_ACTIVE

0x00651220 · 26 bytes · __thiscall

_ZN9CCSPlayer18State_Leave_ACTIVEE13CSPlayerState

Decompiled

undefined (2 params)

/* CCSPlayer::State_Leave_ACTIVE(CSPlayerState) */

void __thiscall CCSPlayer::State_Leave_ACTIVE(CCSPlayer *this,int param_2)

{
  if (param_2 == 0) {
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x00651239. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x834))();
  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)