L L4D2node

CTeam::SpawnPlayer

0x008391c0 · 253 bytes · __thiscall

_ZN5CTeam11SpawnPlayerEP11CBasePlayer

Decompiled

undefined (2 params)

/* CTeam::SpawnPlayer(CBasePlayer*) */

undefined4 __thiscall CTeam::SpawnPlayer(CTeam *this,CBasePlayer *param_1)

{
  char cVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  if (*(int *)(this + 0x44c) != 0) {
    iVar4 = *(int *)(this + 0x494);
    iVar2 = (**(code **)(*random_valve + 8))(random_valve,1,3);
    iVar2 = iVar2 + iVar4;
    iVar4 = *(int *)(this + 0x44c);
    iVar3 = iVar2 - iVar4;
    if (iVar2 < iVar4) {
      iVar3 = iVar2;
    }
    iVar2 = 0;
    iVar5 = iVar3;
    while( true ) {
      if (iVar5 < iVar4) {
        iVar4 = iVar5 * 4;
      }
      else {
        iVar2 = iVar2 + 1;
        iVar4 = 0;
        iVar5 = 0;
      }
      if ((3 < iVar2) ||
         (cVar1 = (**(code **)(**(int **)(*(int *)(this + 0x440) + iVar4) + 0x324))
                            (*(int **)(*(int *)(this + 0x440) + iVar4),param_1), cVar1 != '\0')) {
        COutputEvent::FireOutput
                  ((COutputEvent *)(*(CBaseEntity **)(*(int *)(this + 0x440) + iVar4) + 0x440),
                   (CBaseEntity *)param_1,*(CBaseEntity **)(*(int *)(this + 0x440) + iVar4),0.0);
        *(int *)(this + 0x494) = iVar5;
        return *(undefined4 *)(*(int *)(this + 0x440) + iVar4);
      }
      iVar5 = iVar5 + 1;
      if (iVar3 == iVar5) break;
      iVar4 = *(int *)(this + 0x44c);
    }
  }
  return 0;
}

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)