L L4D2node

CCSPlayer::GetIntoGame

0x0065a0c0 · 248 bytes · __thiscall

_ZN9CCSPlayer11GetIntoGameEv

Decompiled

undefined (1 param)

/* CCSPlayer::GetIntoGame() */

undefined4 __thiscall CCSPlayer::GetIntoGame(CCSPlayer *this)

{
  int *piVar1;
  undefined4 uVar2;
  int iVar3;
  
  CBasePlayer::SetFOV((CBasePlayer *)this,(CBaseEntity *)this,0,0.0,0);
  (**(code **)(*(int *)this + 0x81c))(this);
  piVar1 = g_pGameRules;
  *(undefined4 *)(this + 0x2400) = *(undefined4 *)(gpGlobals + 0xc);
  uVar2 = (**(code **)(*piVar1 + 0x118))(piVar1,this);
  if ((char)uVar2 == '\0') {
    State_Leave(this,6);
    State_Enter(this,6);
    (**(code **)(*piVar1 + 0x2a0))(piVar1);
    return uVar2;
  }
  State_Leave(this,0);
  State_Enter(this,0);
  (**(code **)(*(int *)this + 100))(this);
  (**(code **)(*piVar1 + 0x2a0))(piVar1);
  iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar3 != 2) {
    return uVar2;
  }
  piVar1[0xaf] = piVar1[0xaf] + 1;
  return uVar2;
}

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)