L L4D2node

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 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)