SessionMembersFindPlayer
0x00037620 · 464 bytes · __cdecl
_Z24SessionMembersFindPlayerP9KeyValuesyPS0_
Decompiled
undefined (3 params)
/* SessionMembersFindPlayer(KeyValues*, unsigned long long, KeyValues**) */
char * SessionMembersFindPlayer(KeyValues *param_1,ulonglong param_2,KeyValues **param_3)
{
ulonglong uVar1;
KeyValues *this;
int iVar2;
KeyValues *this_00;
int iVar3;
char *pcVar4;
int iVar5;
int in_GS_OFFSET;
int local_13c;
CFmtStrN<256> local_12c [5];
char local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (param_3 != (KeyValues **)0x0) {
*param_3 = (KeyValues *)0x0;
}
if (((param_1 != (KeyValues *)0x0) &&
(this = (KeyValues *)KeyValues::FindKey(param_1,"Members",false), this != (KeyValues *)0x0))
&& (iVar2 = KeyValues::GetInt(this,"numMachines",0), 0 < iVar2)) {
local_13c = 0;
do {
CFmtStrN<256>::CFmtStrN(local_12c,"machine%d",local_13c);
this_00 = (KeyValues *)KeyValues::FindKey(this,local_127,false);
if ((this_00 != (KeyValues *)0x0) &&
(iVar3 = KeyValues::GetInt(this_00,"numPlayers",0), 0 < iVar3)) {
iVar5 = 0;
do {
CFmtStrN<256>::CFmtStrN(local_12c,"player%d",iVar5);
pcVar4 = (char *)KeyValues::FindKey(this_00,local_127,false);
if ((pcVar4 != (char *)0x0) &&
(uVar1 = KeyValues::GetUint64(pcVar4,0xb4d28), param_2 == uVar1)) {
if (param_3 != (KeyValues **)0x0) {
*param_3 = this_00;
}
goto LAB_000377d6;
}
iVar5 = iVar5 + 1;
} while (iVar5 != iVar3);
}
local_13c = local_13c + 1;
} while (local_13c != iVar2);
}
pcVar4 = (char *)0x0;
LAB_000377d6:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return pcVar4;
}
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.