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 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.