respawn
0x0096eef0 · 138 bytes · __cdecl
_Z7respawnP11CBaseEntityb
Decompiled
undefined (2 params)
/* respawn(CBaseEntity*, bool) */
void respawn(CBaseEntity *param_1,bool param_2)
{
char cVar1;
int *piVar2;
if (param_2) {
if (param_1 == (CBaseEntity *)0x0) {
piVar2 = (int *)0x0;
}
else {
piVar2 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBasePlayer::typeinfo,0);
}
(**(code **)(*piVar2 + 0x694))(piVar2);
}
cVar1 = CDirector::IsTransitioned(TheDirector);
if (cVar1 == '\0') {
/* WARNING: Could not recover jumptable at 0x0096ef7d. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_1 + 100))();
return;
}
if (param_1 != (CBaseEntity *)0x0) {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 != '\0') goto LAB_0096ef55;
}
param_1 = (CBaseEntity *)0x0;
LAB_0096ef55:
/* WARNING: Could not recover jumptable at 0x0096ef65. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_1 + 0x8c0))();
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.