L L4D2node

CVEngineServer::GetPlayerUserId

0x0022b370 · 90 bytes · __thiscall

_ZN14CVEngineServer15GetPlayerUserIdEPK7edict_t

Decompiled

undefined (2 params)

/* CVEngineServer::GetPlayerUserId(edict_t const*) */

undefined4 __thiscall CVEngineServer::GetPlayerUserId(CVEngineServer *this,edict_t *param_1)

{
  int iVar1;
  edict_t *peVar2;
  int iVar3;
  
  if (((1 < DAT_003b7f64) && (param_1 != (edict_t *)0x0)) && (0 < DAT_003b8080)) {
    iVar3 = 0;
    iVar1 = *DAT_003b8074;
    peVar2 = *(edict_t **)((int)&__DT_REL[0x14c5].r_offset + iVar1);
    while( true ) {
      if (peVar2 == param_1) {
        return *(undefined4 *)(iVar1 + 0x38);
      }
      iVar3 = iVar3 + 1;
      if (iVar3 == DAT_003b8080) break;
      iVar1 = DAT_003b8074[iVar3];
      peVar2 = *(edict_t **)((int)&__DT_REL[0x14c5].r_offset + iVar1);
    }
  }
  return 0xffffffff;
}

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)