L L4D2node

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 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)