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 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.