L L4D2node

CTerrorPlayer::GetIntoGame

0x009d2a40 · 401 bytes · __thiscall

_ZN13CTerrorPlayer11GetIntoGameEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetIntoGame() */

undefined4 __thiscall CTerrorPlayer::GetIntoGame(CTerrorPlayer *this)

{
  CBaseEdict *this_00;
  code *pcVar1;
  int *piVar2;
  char cVar3;
  int iVar4;
  int iVar5;
  undefined4 uVar6;
  undefined4 *puVar7;
  
  piVar2 = g_pGameRules;
  iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar3 = IsASurvivorTeam(iVar4);
  puVar7 = (undefined4 *)&stack0xffffffc4;
  if (((cVar3 != '\0') && (puVar7 = (undefined4 *)&stack0xffffffc4, *(int *)(this + 0x2eac) != 8))
     && (cVar3 = (**(code **)(*piVar2 + 0x118))(), puVar7 = (undefined4 *)&stack0xffffffc4,
        cVar3 != '\0')) {
    iVar4 = ChooseSurvivorCharacter();
    if (iVar4 + 1 != *(int *)(this + 0x290c)) {
      if (this[0x6c] == (CTerrorPlayer)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar5 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar5 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
      }
      *(int *)(this + 0x290c) = iVar4 + 1;
    }
    GetSurvivorModelName();
    (**(code **)(*(int *)this + 0x20))();
    puVar7 = (undefined4 *)&stack0xffffffc0;
    (**(code **)(*(int *)this + 0xb8))();
    UTIL_LogPrintf("(SKIN) Survivor %s changed model from %s to %s via GetIntoGame\n");
    (**(code **)(*(int *)this + 0x70))();
    (**(code **)(*(int *)this + 0x920))();
  }
  *puVar7 = this;
  puVar7[-1] = 0x9d2b57;
  uVar6 = CCSPlayer::GetIntoGame((CCSPlayer *)*puVar7);
  if ((char)uVar6 != '\0') {
    *puVar7 = this;
    puVar7[-1] = 0x9d2b78;
    iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)*puVar7);
    if (iVar4 == 2) {
      if ((*(int *)(this + 0x30d8) == 0) || ((*(byte *)(*(int *)(this + 0x30d8) + 300) & 0x80) != 0)
         ) {
        iVar4 = *(int *)(this + 0xfc);
        if (iVar4 == *(int *)(this + 0x100)) {
          return uVar6;
        }
      }
      else {
        iVar4 = *(int *)(ZombieSurvivorRespawnHealth._28_4_ + 0x30);
        if (iVar4 == *(int *)(this + 0x100)) {
          return uVar6;
        }
      }
      iVar5 = *(int *)this;
      *puVar7 = this;
      puVar7[1] = this + 0x100;
      pcVar1 = *(code **)(iVar5 + 0x214);
      puVar7[-1] = 0x9d2bb5;
      (*pcVar1)();
      *(int *)(this + 0x100) = iVar4;
    }
  }
  return uVar6;
}

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)