L L4D2node

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 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)