L L4D2node

CCSPlayer::State_Enter_DEATH_WAIT_FOR_KEY

0x006525b0 · 142 bytes · __thiscall

_ZN9CCSPlayer30State_Enter_DEATH_WAIT_FOR_KEYEv

Decompiled

undefined (1 param)

/* CCSPlayer::State_Enter_DEATH_WAIT_FOR_KEY() */

void __thiscall CCSPlayer::State_Enter_DEATH_WAIT_FOR_KEY(CCSPlayer *this)

{
  CBaseEdict *this_00;
  int iVar1;
  
  if (this[0x104] != (CCSPlayer)0x2) {
    (**(code **)(*(int *)this + 0x21c))(this,this + 0x104);
    this[0x104] = (CCSPlayer)0x2;
  }
  if (*(float *)(this + 0x468) != 0.0) {
    if (this[0x6c] == (CCSPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
      *(undefined4 *)(this + 0x468) = 0;
    }
    else {
      this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x468) = 0;
    }
  }
  CBaseEntity::AddEffects((CBaseEntity *)this,8);
  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)