L L4D2node

CBaseServer::GetUserInfoTable

0x00108cc0 · 64 bytes · __thiscall

_ZN11CBaseServer16GetUserInfoTableEv

Decompiled

undefined (1 param)

/* CBaseServer::GetUserInfoTable() */

void __thiscall CBaseServer::GetUserInfoTable(CBaseServer *this)

{
  int *piVar1;
  undefined4 uVar2;
  
  if ((*(int *)(this + 200) == 0) && (piVar1 = *(int **)(this + 0xbc), piVar1 != (int *)0x0)) {
    uVar2 = (**(code **)(*piVar1 + 0x10))(piVar1,"userinfo");
    *(undefined4 *)(this + 200) = uVar2;
    return;
  }
  return;
}

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)