L L4D2node

CBaseServer::GetPlayerInfo

0x00107ed0 · 288 bytes · __thiscall

_ZN11CBaseServer13GetPlayerInfoEiP13player_info_s

Decompiled

undefined (3 params)

/* CBaseServer::GetPlayerInfo(int, player_info_s*) */

undefined4 __thiscall
CBaseServer::GetPlayerInfo(CBaseServer *this,int param_1,player_info_s *param_2)

{
  int *piVar1;
  int iVar2;
  void *pvVar3;
  int *piVar4;
  CByteswap local_20 [16];
  
  if (param_2 == (player_info_s *)0x0) {
    return 0;
  }
  if (-1 < param_1) {
    piVar4 = *(int **)(this + 200);
    if ((piVar4 == (int *)0x0) && (piVar1 = *(int **)(this + 0xbc), piVar1 != (int *)0x0)) {
      piVar4 = (int *)(**(code **)(*piVar1 + 0x10))(piVar1,"userinfo");
      *(int **)(this + 200) = piVar4;
    }
    iVar2 = (**(code **)(*piVar4 + 0x10))(piVar4);
    if (param_1 < iVar2) {
      piVar4 = *(int **)(this + 200);
      if ((piVar4 == (int *)0x0) && (piVar1 = *(int **)(this + 0xbc), piVar1 != (int *)0x0)) {
        piVar4 = (int *)(**(code **)(*piVar1 + 0x10))(piVar1,"userinfo");
        *(int **)(this + 200) = piVar4;
      }
      pvVar3 = (void *)(**(code **)(*piVar4 + 0x30))(piVar4,param_1,0);
      if (pvVar3 != (void *)0x0) {
        _V_memcpy(param_2,pvVar3,0x8c);
        local_20[0] = (CByteswap)((byte)local_20[0] | 3);
        CByteswap::SwapFieldsToTargetEndian
                  (local_20,param_2,param_2,(datamap_t *)player_info_s::m_DataMap);
        return 1;
      }
    }
  }
  _V_memset(param_2,0,0x8c);
  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)