L L4D2node

CTerrorPlayer::CheckForFirstSpawn

0x009aa420 · 68 bytes · __thiscall

_ZN13CTerrorPlayer18CheckForFirstSpawnEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::CheckForFirstSpawn() */

void __thiscall CTerrorPlayer::CheckForFirstSpawn(CTerrorPlayer *this)

{
  undefined4 uVar1;
  
  if (*(int *)(TheDirector + 0x418) != *(int *)(this + 0x3a88)) {
    *(int *)(this + 0x3a88) = *(int *)(TheDirector + 0x418);
    uVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    *(undefined4 *)(this + 0x3a8c) = uVar1;
    OnFirstSpawnForMission(this);
    return;
  }
  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)