CCSPlayer::RoundRespawn
0x0065ba40 · 298 bytes · __thiscall
_ZN9CCSPlayer12RoundRespawnEv
Decompiled
undefined (1 param)
/* CCSPlayer::RoundRespawn() */
void __thiscall CCSPlayer::RoundRespawn(CCSPlayer *this)
{
uint uVar1;
(**(code **)(*(int *)this + 0x63c))(this);
if (*(int *)(this + 0x23bc) != 0) {
State_Leave(this,0);
State_Enter(this,0);
}
(**(code **)(*(int *)this + 100))(this);
*(undefined4 *)(this + 0x1cb0) = 0;
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
this[0x23cc] = (CCSPlayer)0x1;
OutputDamageGiven(this);
OutputDamageTaken(this);
CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
::PurgeAndDeleteElements
((CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
*)(this + 0x29b8));
CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
::PurgeAndDeleteElements
((CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
*)(this + 0x29e0));
if (this[0x1ac8] != (CCSPlayer)0x1) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1ac8);
this[0x1ac8] = (CCSPlayer)0x1;
}
CBasePlayer::EnableControl((CBasePlayer *)this,true);
CBasePlayer::SetViewEntity((CBasePlayer *)this,(CBaseEntity *)0x0);
uVar1 = *(uint *)(this + 0x1a7c) & 0xfffffffb;
if (*(uint *)(this + 0x1a7c) != uVar1) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a7c);
*(uint *)(this + 0x1a7c) = uVar1;
}
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.