CCSPlayer::State_Leave
0x0065a040 · 64 bytes · __cdecl
_ZN9CCSPlayer11State_LeaveE13CSPlayerState
Decompiled
undefined (1 param)
/* CCSPlayer::State_Leave(CSPlayerState) */
void CCSPlayer::State_Leave(int param_1)
{
int iVar1;
code *UNRECOVERED_JUMPTABLE;
iVar1 = *(int *)(param_1 + 0x23c8);
if ((iVar1 != 0) &&
(UNRECOVERED_JUMPTABLE = *(code **)(iVar1 + 0x10), UNRECOVERED_JUMPTABLE != (code *)0x0)) {
if (((uint)UNRECOVERED_JUMPTABLE & 1) == 0) {
/* WARNING: Could not recover jumptable at 0x0065a06b. Too many branches */
/* WARNING: Treating indirect jump as call */
(*UNRECOVERED_JUMPTABLE)();
return;
}
/* WARNING: Could not recover jumptable at 0x0065a07e. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(UNRECOVERED_JUMPTABLE + *(int *)(param_1 + *(int *)(iVar1 + 0x14)) + -1))();
return;
}
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.