L L4D2node

CBaseClient::IsHumanPlayer

0x000f8080 · 82 bytes · __thiscall

_ZNK11CBaseClient13IsHumanPlayerEv

Decompiled

undefined (1 param)

/* CBaseClient::IsHumanPlayer() const */

undefined4 __thiscall CBaseClient::IsHumanPlayer(CBaseClient *this)

{
  char cVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  
  uVar2 = (**(code **)(*(int *)this + 0x6c))(this);
  if (((char)uVar2 == '\0') ||
     (uVar3 = (**(code **)(*(int *)this + 0x7c))(this), (char)uVar3 != '\0')) {
    uVar2 = 0;
  }
  else {
    cVar1 = (**(code **)(*(int *)this + 0x78))(this);
    if ((cVar1 != '\0') && (cVar1 = (**(code **)(*(int *)this + 0x94))(this), cVar1 == '\0')) {
      uVar2 = uVar3;
    }
  }
  return uVar2;
}

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)