CCSPlayer::ObserverRoundRespawn
0x00656bd0 · 232 bytes · __thiscall
_ZN9CCSPlayer20ObserverRoundRespawnEv
Decompiled
undefined (1 param)
/* CCSPlayer::ObserverRoundRespawn() */
void __thiscall CCSPlayer::ObserverRoundRespawn(CCSPlayer *this)
{
uint uVar1;
ClearFlashbangScreenFade(this);
if (this[0x285c] != (CCSPlayer)0x0) {
(**(code **)(*(int *)this + 0x898))(this,this + 0x285c);
this[0x285c] = (CCSPlayer)0x0;
}
if (this[0x1ac8] != (CCSPlayer)0x1) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1ac8);
this[0x1ac8] = (CCSPlayer)0x1;
}
CBasePlayer::EnableControl((CBasePlayer *)this,true);
CBasePlayer::SetViewEntity((CBasePlayer *)this,(CBaseEntity *)0x0);
uVar1 = *(uint *)(this + 0x1a7c) & 0xfffffffb;
if (*(uint *)(this + 0x1a7c) != uVar1) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a7c);
*(uint *)(this + 0x1a7c) = uVar1;
}
(**(code **)(*(int *)this + 0x580))(this,"specgui",1,0);
return;
}
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.