L L4D2node

UTIL_IsNameTaken

0x0042db70 · 120 bytes · __cdecl

_Z16UTIL_IsNameTakenPKcb

Decompiled

undefined (2 params)

/* UTIL_IsNameTaken(char const*, bool) */

undefined4 UTIL_IsNameTaken(char *param_1,bool param_2)

{
  int *piVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      piVar1 = (int *)UTIL_PlayerByIndex(iVar4);
      if (((piVar1 != (int *)0x0) && (!param_2)) &&
         ((pcVar2 = (char *)(**(code **)(*piVar1 + 0xb8))(piVar1), pcVar2 == param_1 ||
          (iVar3 = _V_stricmp(param_1,pcVar2), iVar3 == 0)))) {
        return 1;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 <= *(int *)(gpGlobals + 0x14));
  }
  return 0;
}

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)