L L4D2node

CBasePlayer::StartReplayMode

0x007a6510 · 85 bytes · __thiscall

_ZN11CBasePlayer15StartReplayModeEffi

Decompiled

undefined (4 params)

/* CBasePlayer::StartReplayMode(float, float, int) */

bool __thiscall
CBasePlayer::StartReplayMode(CBasePlayer *this,float param_1,float param_2,int param_3)

{
  bool bVar1;
  int iVar2;
  
  iVar2 = gpGlobals;
  if (sv_maxreplay != 0) {
    bVar1 = 0.0 < *(float *)(*(int *)(sv_maxreplay + 0x1c) + 0x2c);
    if (bVar1) {
      *(float *)(this + 0x1db0) = param_1;
      *(float *)(this + 0x1db4) = param_2 + *(float *)(iVar2 + 0xc);
      *(int *)(this + 0x1db8) = param_3;
    }
    return bVar1;
  }
  return false;
}

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)