L L4D2node

Checkpoint::RespawnSurvivors

0x0086b2f0 · 137 bytes · __thiscall

_ZNK10Checkpoint16RespawnSurvivorsEv

Decompiled

undefined (1 param)

/* Checkpoint::RespawnSurvivors() const */

void __thiscall Checkpoint::RespawnSurvivors(Checkpoint *this)

{
  Checkpoint *local_1c;
  undefined4 local_18;
  undefined1 local_14;
  undefined4 local_10;
  
  if (this[0x5c] == (Checkpoint)0x0) {
    this[0x5c] = (Checkpoint)0x1;
    local_18 = 2;
    local_14 = 1;
    local_10 = 0;
    ForEachPlayer<LivePlayerCounter>((LivePlayerCounter *)&local_18);
    DevMsg("Respawning players at a checkpoint - %d living survivors before\n",local_10);
    local_1c = this;
    ForEachTerrorPlayer<CheckpointRespawner>((CheckpointRespawner *)&local_1c);
    local_10 = 0;
    ForEachPlayer<LivePlayerCounter>((LivePlayerCounter *)&local_18);
    DevMsg("%d living survivors after\n",local_10);
    CDirector::OnCheckpointReached(TheDirector);
  }
  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)