L L4D2node

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 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)