L L4D2node

CCSPlayer::State_Enter_WELCOME

0x0065a790 · 266 bytes · __thiscall

_ZN9CCSPlayer19State_Enter_WELCOMEEv

Decompiled

undefined (1 param)

/* CCSPlayer::State_Enter_WELCOME() */

void __thiscall CCSPlayer::State_Enter_WELCOME(CCSPlayer *this)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  if (*(int *)(gpGlobals + 0x48) == 3) {
    (**(code **)(*(int *)this + 0x638))(this,3);
  }
  else {
    (**(code **)(*(int *)this + 0x638))(this,6);
  }
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  piVar2 = *(int **)(this + 0x238);
  if (piVar2 != (int *)0x0) {
    (**(code **)(*piVar2 + 0x68))(piVar2);
  }
  cVar1 = (**(code **)(*(int *)this + 0x82c))(this);
  if (cVar1 != '\0') {
    piVar2 = (int *)CommandLine_Tier0();
    iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,"-makereslists");
    if (iVar3 != 0) {
      (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this + 0x30),"jointeam 3\n");
      return;
    }
    ShowMOTD(this);
    return;
  }
  (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this + 0x30),"joingame\n");
  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)