CTeamSpawnPoint::IsValid
0x0083d0e0 · 148 bytes · __thiscall
_ZN15CTeamSpawnPoint7IsValidEP11CBasePlayer
Decompiled
undefined (2 params)
/* CTeamSpawnPoint::IsValid(CBasePlayer*) */
undefined4 __thiscall CTeamSpawnPoint::IsValid(CTeamSpawnPoint *this,CBasePlayer *param_1)
{
char cVar1;
CBasePlayer *pCVar2;
int local_824 [517];
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
CEntitySphereQuery::CEntitySphereQuery
((CEntitySphereQuery *)local_824,(Vector *)(this + 0x2e0),128.0,0);
while( true ) {
pCVar2 = (CBasePlayer *)CEntitySphereQuery::GetCurrentEntity((CEntitySphereQuery *)local_824);
if (pCVar2 == (CBasePlayer *)0x0) {
return 1;
}
cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
if ((cVar1 != '\0') && (pCVar2 != param_1)) break;
local_824[0] = local_824[0] + 1;
}
return 0;
}
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.