L L4D2node

CBasePlayer::GetPlayerMaxs

0x00416400 · 141 bytes · __cdecl

_ZNK11CBasePlayer13GetPlayerMaxsEv

Decompiled

undefined (0 params)

/* CBasePlayer::GetPlayerMaxs() const */

undefined4 * CBasePlayer::GetPlayerMaxs(void)

{
  undefined4 uVar1;
  int iVar2;
  undefined4 *in_stack_00000004;
  int in_stack_00000008;
  
  if ((*(byte *)(in_stack_00000008 + 0x1d20) & 8) != 0) {
    iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
    *in_stack_00000004 = *(undefined4 *)(iVar2 + 0x54);
    uVar1 = *(undefined4 *)(iVar2 + 0x5c);
    in_stack_00000004[1] = *(undefined4 *)(iVar2 + 0x58);
    in_stack_00000004[2] = uVar1;
    return in_stack_00000004;
  }
  if ((*(byte *)(in_stack_00000008 + 0x150) & 2) == 0) {
    iVar2 = (**(code **)(*g_pGameRules + 0x7c))();
    *in_stack_00000004 = *(undefined4 *)(iVar2 + 0x18);
    uVar1 = *(undefined4 *)(iVar2 + 0x20);
    in_stack_00000004[1] = *(undefined4 *)(iVar2 + 0x1c);
    in_stack_00000004[2] = uVar1;
    return in_stack_00000004;
  }
  iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  *in_stack_00000004 = *(undefined4 *)(iVar2 + 0x30);
  uVar1 = *(undefined4 *)(iVar2 + 0x38);
  in_stack_00000004[1] = *(undefined4 *)(iVar2 + 0x34);
  in_stack_00000004[2] = uVar1;
  return in_stack_00000004;
}

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)