L L4D2node

CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY

0x0065a340 · 177 bytes · __thiscall

_ZN9CCSPlayer33State_PreThink_DEATH_WAIT_FOR_KEYEv

Decompiled

undefined (1 param)

/* CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY() */

void __thiscall CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY(CCSPlayer *this)

{
  code *pcVar1;
  int iVar2;
  
  if ((this[0x186] != (CCSPlayer)0x0) && (((byte)this[0x150] & 1) != 0)) {
    CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  }
  iVar2 = (**(code **)(*(int *)this + 0x654))(this);
  if (iVar2 != 0) {
    pcVar1 = *(code **)(*(int *)this + 0x684);
    iVar2 = (**(code **)(*(int *)this + 0x654))(this);
    if (*(int *)(iVar2 + 0x30) == 0) {
      iVar2 = 0;
    }
    else {
      iVar2 = *(int *)(iVar2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    (*pcVar1)(this,0x41000000,0x41000000,iVar2);
  }
  State_Leave(this,6);
  State_Enter(this,6);
  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)