CCSPlayer::SelectSpawnSpot
0x00659a90 · 293 bytes · __thiscall
_ZN9CCSPlayer15SelectSpawnSpotEPKcRP11CBaseEntity
Decompiled
undefined (3 params)
/* CCSPlayer::SelectSpawnSpot(char const*, CBaseEntity*&) */
undefined4 __thiscall
CCSPlayer::SelectSpawnSpot(CCSPlayer *this,char *param_1,CBaseEntity **param_2)
{
char cVar1;
CBaseEntity *pCVar2;
CBaseEntity *this_00;
CBaseEntity *pCVar3;
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname((CGlobalEntityList *)gEntList,*param_2,param_1);
*param_2 = pCVar2;
pCVar3 = pCVar2;
if (pCVar2 == (CBaseEntity *)0x0) {
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_1);
*param_2 = pCVar2;
pCVar3 = pCVar2;
}
do {
this_00 = (CBaseEntity *)0x0;
if (pCVar2 == (CBaseEntity *)0x0) {
LAB_00659b28:
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,this_00,param_1);
*param_2 = pCVar2;
}
else {
cVar1 = (**(code **)(*g_pGameRules + 0x124))(g_pGameRules,pCVar2,this);
this_00 = *param_2;
if (cVar1 == '\0') goto LAB_00659b28;
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
if (((*(float *)(this_00 + 0x2e0) != 0.0) || (*(float *)(this_00 + 0x2e4) != 0.0)) ||
(*(float *)(this_00 + 0x2e8) != 0.0)) {
return 1;
}
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,*param_2,param_1);
*param_2 = pCVar2;
}
if (pCVar3 == pCVar2) {
DevMsg("CCSPlayer::SelectSpawnSpot: couldn\'t find valid spawn point.\n");
return 1;
}
} while( true );
}
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.