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 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.