L L4D2node

CMatchTitle::GetGuestPlayerName

0x00037b60 · 89 bytes · __cdecl

_ZN11CMatchTitle18GetGuestPlayerNameEi

Decompiled

undefined (1 param)

/* CMatchTitle::GetGuestPlayerName(int) */

undefined1 * CMatchTitle::GetGuestPlayerName(int param_1)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = *(int **)(g_pMatchExtensions + 0x50);
  if (piVar1 != (int *)0x0) {
    iVar2 = (**(code **)(*piVar1 + 8))(piVar1,"#L4D360UI_Character_Guest");
    if (iVar2 != 0) {
      (**(code **)(*piVar1 + 0x14))(piVar1,iVar2,GetGuestPlayerName(int)::szName,0x20);
      return GetGuestPlayerName(int)::szName;
    }
  }
  return &DAT_000b2b65;
}

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)