L L4D2node

CTerrorPlayer::WasSpawnedThisMission

0x009a96a0 · 28 bytes · __thiscall

_ZNK13CTerrorPlayer21WasSpawnedThisMissionEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::WasSpawnedThisMission() const */

undefined4 __thiscall CTerrorPlayer::WasSpawnedThisMission(CTerrorPlayer *this)

{
  return CONCAT31((int3)((uint)*(int *)(TheDirector + 0x418) >> 8),
                  *(int *)(this + 0x3a88) == *(int *)(TheDirector + 0x418));
}

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)