L L4D2node

CTerrorPlayer::ResetClassSpawnSystem

0x009a94b0 · 164 bytes · __thiscall

_ZN13CTerrorPlayer21ResetClassSpawnSystemEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::ResetClassSpawnSystem() */

void __thiscall CTerrorPlayer::ResetClassSpawnSystem(CTerrorPlayer *this)

{
  CBaseEdict *this_00;
  int iVar1;
  CTerrorPlayer *__s1;
  CTerrorPlayer *pCVar2;
  undefined4 local_20 [4];
  
  __s1 = this + 0x2d14;
  do {
    while( true ) {
      local_20[0] = 0;
      *(undefined4 *)(__s1 + -0x24) = *(undefined4 *)(gpGlobals + 0xc);
      iVar1 = memcmp(__s1,local_20,4);
      if (iVar1 != 0) break;
      __s1 = __s1 + 4;
      if (__s1 == this + 0x2d38) {
        return;
      }
    }
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
    }
    pCVar2 = __s1 + 4;
    *(undefined4 *)__s1 = 0;
    __s1 = pCVar2;
  } while (pCVar2 != this + 0x2d38);
  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)