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 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.