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 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.