L L4D2node

CBaseServer::UserInfoChanged

0x00107080 · 245 bytes · __thiscall

_ZN11CBaseServer15UserInfoChangedEi

Decompiled

undefined (2 params)

/* CBaseServer::UserInfoChanged(int) */

void __thiscall CBaseServer::UserInfoChanged(CBaseServer *this,int param_1)

{
  int *piVar1;
  bool bVar2;
  char cVar3;
  int in_GS_OFFSET;
  CByteswap local_b0 [4];
  undefined1 local_ac [140];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  bVar2 = (bool)CNetworkStringTableContainer::Lock
                          ((CNetworkStringTableContainer *)networkStringTableContainerServer,false);
  piVar1 = *(int **)(*(int *)(this + 0x114) + param_1 * 4);
  cVar3 = (**(code **)(*piVar1 + 0xd4))(piVar1,local_ac);
  if (cVar3 == '\0') {
    (**(code **)(**(int **)(this + 200) + 0x2c))(*(int **)(this + 200),param_1,0,0);
  }
  else {
    local_b0[0] = (CByteswap)((byte)local_b0[0] | 3);
    CByteswap::SwapFieldsToTargetEndian
              (local_b0,local_ac,local_ac,(datamap_t *)player_info_s::m_DataMap);
    (**(code **)(**(int **)(this + 200) + 0x2c))(*(int **)(this + 200),param_1,0x8c,local_ac);
  }
  CNetworkStringTableContainer::Lock
            ((CNetworkStringTableContainer *)networkStringTableContainerServer,bVar2);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)