CVEngineServer::GetPlayerNetworkIDString
0x0022b3e0 · 88 bytes · __thiscall
_ZN14CVEngineServer24GetPlayerNetworkIDStringEPK7edict_t
Decompiled
undefined (2 params)
/* CVEngineServer::GetPlayerNetworkIDString(edict_t const*) */
undefined4 __thiscall
CVEngineServer::GetPlayerNetworkIDString(CVEngineServer *this,edict_t *param_1)
{
int *piVar1;
edict_t *peVar2;
int iVar3;
undefined4 uVar4;
if (((1 < DAT_003b7f64) && (param_1 != (edict_t *)0x0)) && (0 < DAT_003b8080)) {
iVar3 = 0;
piVar1 = (int *)*DAT_003b8074;
peVar2 = (edict_t *)piVar1[0x75d4];
while( true ) {
if (peVar2 == param_1) {
/* WARNING: Could not recover jumptable at 0x0022b43b. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar4 = (**(code **)(*piVar1 + 0x2c))();
return uVar4;
}
iVar3 = iVar3 + 1;
if (iVar3 == DAT_003b8080) break;
piVar1 = (int *)DAT_003b8074[iVar3];
peVar2 = (edict_t *)piVar1[0x75d4];
}
}
return 0;
}
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.