L L4D2node

CCSPlayer::CanChangeName

0x00651240 · 85 bytes · __thiscall

_ZNK9CCSPlayer13CanChangeNameEv

Decompiled

undefined (1 param)

/* CCSPlayer::CanChangeName() const */

char __thiscall CCSPlayer::CanChangeName(CCSPlayer *this)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 0x778))(this);
  if ((cVar1 == '\0') && (*(float *)(this + 0x2414) + 10.0 < *(float *)(gpGlobals + 0xc))) {
    cVar1 = *(float *)(this + 0x2424) + 600.0 < *(float *)(gpGlobals + 0xc);
  }
  return cVar1;
}

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)