L L4D2node

CBaseClient::FillUserInfo

0x000f85d0 · 319 bytes · __thiscall

_ZN11CBaseClient12FillUserInfoER13player_info_s

Decompiled

undefined (2 params)

/* CBaseClient::FillUserInfo(player_info_s&) */

undefined4 __thiscall CBaseClient::FillUserInfo(CBaseClient *this,player_info_s *param_1)

{
  char cVar1;
  player_info_s pVar2;
  byte bVar3;
  undefined4 uVar4;
  char *pcVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  
  _V_memset(param_1,0,0x8c);
  if (this[0x3c] != (CBaseClient)0x0) {
    uVar4 = (**(code **)(*(int *)this + 0x6c))(this);
    if ((char)uVar4 != '\0') {
      pcVar5 = (char *)(**(code **)(*(int *)this + 0x1c))(this);
      V_strncpy((char *)(param_1 + 8),pcVar5,0x20);
      pcVar5 = (char *)(**(code **)(*(int *)this + 0x2c))(this);
      V_strncpy((char *)(param_1 + 0x2c),pcVar5,0x21);
      *(undefined4 *)(param_1 + 0x50) = *(undefined4 *)(this + 0x7d);
      cVar1 = (**(code **)(*(int *)this + 0x78))(this);
      uVar7 = 0;
      uVar6 = 0;
      if (cVar1 == '\0') {
        uVar7 = *(undefined4 *)(this + 0x7d);
        uVar6 = *(undefined4 *)(this + 0x81);
      }
      *(undefined4 *)(param_1 + 4) = uVar6;
      *(undefined4 *)param_1 = uVar7;
      V_strncpy((char *)(param_1 + 0x54),(char *)(this + 0x8c),0x20);
      uVar7 = (**(code **)(*(int *)this + 0x14))(this);
      *(undefined4 *)(param_1 + 0x28) = uVar7;
      cVar1 = (**(code **)(*(int *)this + 0x78))(this);
      pVar2 = (player_info_s)0x0;
      if (cVar1 != '\0') {
        bVar3 = (**(code **)(*(int *)this + 0x94))(this);
        pVar2 = (player_info_s)(bVar3 ^ 1);
      }
      param_1[0x74] = pVar2;
      pVar2 = (player_info_s)(**(code **)(*(int *)this + 0x7c))(this);
      param_1[0x75] = pVar2;
      *(undefined4 *)(param_1 + 0x78) = *(undefined4 *)(this + 0xc4);
      *(undefined4 *)(param_1 + 0x7c) = *(undefined4 *)(this + 0xcc);
      *(undefined4 *)(param_1 + 0x80) = *(undefined4 *)(this + 0xd4);
      *(undefined4 *)(param_1 + 0x84) = *(undefined4 *)(this + 0xdc);
      param_1[0x88] = SUB41(*(undefined4 *)(this + 0xe4),0);
      return uVar4;
    }
  }
  return 0;
}

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)