L L4D2node

CServerBenchmark::IsLocalBenchmarkPlayer

0x003dece0 · 72 bytes · __thiscall

_ZN16CServerBenchmark22IsLocalBenchmarkPlayerEP11CBasePlayer

Decompiled

undefined (2 params)

/* CServerBenchmark::IsLocalBenchmarkPlayer(CBasePlayer*) */

undefined4 __thiscall
CServerBenchmark::IsLocalBenchmarkPlayer(CServerBenchmark *this,CBasePlayer *param_1)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = 0;
  if (*(int *)(this + 4) != 0) {
    uVar1 = (**(code **)(*engine + 8))(engine);
    if ((char)uVar1 != '\0') {
      return 0;
    }
    if (*(int *)(param_1 + 0x30) != 0) {
      iVar2 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58);
      return CONCAT31((int3)(iVar2 >> 0xc),iVar2 >> 4 == 1);
    }
  }
  return uVar1;
}

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)