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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.