L L4D2node

CTerrorPlayer::InitialSpawn

0x009d28e0 · 114 bytes · __thiscall

_ZN13CTerrorPlayer12InitialSpawnEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::InitialSpawn() */

void __thiscall CTerrorPlayer::InitialSpawn(CTerrorPlayer *this)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  CBasePlayer::InitialSpawn((CBasePlayer *)this);
  cVar1 = (**(code **)(*(int *)this + 0x82c))(this);
  if (cVar1 == '\0') {
    return;
  }
  piVar2 = (int *)CommandLine_Tier0();
  iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,"-makereslists");
  if (iVar3 == 0) {
    CCSPlayer::ShowMOTD((CCSPlayer *)this);
    return;
  }
  (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this + 0x30),"jointeam 3\n");
  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)