区分死斗和正常respawn
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@@ -14,7 +14,7 @@ typedef void(__fastcall* StateChanged_t)(void* networkTransmitComponent,
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typedef void(__fastcall* NetworkStateChanged_t)(uintptr_t chainEntity,
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uintptr_t offset, uintptr_t a3);
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typedef void*(__fastcall* CreateGameRuleInterFace_t)();
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typedef bool(__fastcall* RespawnPlayer_t)(CCSPlayerPawn* player);
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typedef bool(__fastcall* RespawnPlayerInDeathMatch_t)(CCSPlayerPawn* player);
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typedef void(__fastcall* GiveNamedItem_t)(void* itemService,
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const char* pchName, void* iSubType,
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void* pScriptItem, void* a5,
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@@ -26,7 +26,6 @@ typedef void*(__fastcall* UTIL_SayTextFilter_t)(IRecipientFilter&, const char*,
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typedef void(__fastcall* UTIL_ClientPrintAll_t)(int msg_dest, const char* msg_name, const char* param1, const char* param2, const char* param3, const char* param4);
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typedef void(__fastcall* ClientPrint_t)(CCSPlayerController* player, int msg_dest, const char* msg_name, const char* param1, const char* param2, const char* param3, const char* param4);
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typedef void(__fastcall* CCSWeaponBase_Spawn_t)(CBaseEntity*, void*);
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class CSchemaSystem;
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class CGameResourceService;
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class CLocalize;
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@@ -79,6 +78,8 @@ static const auto pattern_CreateCCSGameRulesInterFacePtr = THE_GAME_SIG(
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"41 5E 5F C3");
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static const auto pattern_FnRespawnPlayer = THE_GAME_SIG(
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static const auto pattern_FnRespawnPlayerInDeathMatch = THE_GAME_SIG(
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@@ -102,7 +103,7 @@ extern uint64_t MaxPlayerNumsPtr;
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extern HashFunction_t FnServerHashFunction;
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extern StateChanged_t FnStateChanged;
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extern NetworkStateChanged_t FnNetworkStateChanged;
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extern RespawnPlayer_t FnRespawnPlayer;
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extern RespawnPlayerInDeathMatch_t FnRespawnPlayerInDeathMatch;
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extern GiveNamedItem_t FnGiveNamedItem;
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extern EntityRemove_t FnEntityRemove;
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extern UTIL_SayTextFilter_t FnUTIL_SayTextFilter;
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