L L4D2node

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 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)