CCSPlayer::InitialSpawn
0x0065dfe0 · 147 bytes · __thiscall
_ZN9CCSPlayer12InitialSpawnEv
Decompiled
undefined (1 param)
/* CCSPlayer::InitialSpawn() */
void __thiscall CCSPlayer::InitialSpawn(CCSPlayer *this)
{
char cVar1;
CCSPlayer *pCVar2;
CBasePlayer::InitialSpawn((CBasePlayer *)this);
cVar1 = (**(code **)(*engine + 8))(engine);
if ((cVar1 == '\0') && (*(char *)(TheNavMesh + 0x4d) != '\0')) {
pCVar2 = (CCSPlayer *)UTIL_GetListenServerHost();
if ((this == pCVar2) && (*(int *)(developer._28_4_ + 0x30) != 0)) {
ClientPrint((CBasePlayer *)this,4,
"The Navigation Mesh was built using a different version of this map.",(char *)0x0
,(char *)0x0,(char *)0x0,(char *)0x0);
}
}
State_Enter(this,1);
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.