L L4D2node

CCSPlayer::State_Enter_ACTIVE

0x00651dc0 · 151 bytes · __thiscall

_ZN9CCSPlayer18State_Enter_ACTIVEEv

Decompiled

undefined (1 param)

/* CCSPlayer::State_Enter_ACTIVE() */

void __thiscall CCSPlayer::State_Enter_ACTIVE(CCSPlayer *this)

{
  int *piVar1;
  
  CBaseEntity::SetMoveType((CBaseEntity *)this,2,0);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffffb);
  if (*(int *)(this + 0x1a7c) == 0) {
    piVar1 = *(int **)(this + 0x238);
  }
  else {
    (**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a7c);
    piVar1 = *(int **)(this + 0x238);
    *(undefined4 *)(this + 0x1a7c) = 0;
  }
  if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00651e1f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar1 + 100))();
    return;
  }
  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)