L L4D2node

CServerGameClients::GetPlayerState

0x006c6180 · 43 bytes · __thiscall

_ZN18CServerGameClients14GetPlayerStateEP7edict_t

Decompiled

undefined (2 params)

/* CServerGameClients::GetPlayerState(edict_t*) */

int __thiscall CServerGameClients::GetPlayerState(CServerGameClients *this,edict_t *param_1)

{
  int *piVar1;
  int iVar2;
  
  if ((param_1 != (edict_t *)0x0) && (piVar1 = *(int **)(param_1 + 0xc), piVar1 != (int *)0x0)) {
    iVar2 = (**(code **)(*piVar1 + 0x18))(piVar1);
    if (iVar2 != 0) {
      return iVar2 + 0x1c7c;
    }
  }
  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)