L L4D2node

CPlayerInfo::IsConnected

0x007a6c50 · 21 bytes · __thiscall

_ZN11CPlayerInfo11IsConnectedEv

Decompiled

undefined (1 param)

/* CPlayerInfo::IsConnected() */

undefined4 __thiscall CPlayerInfo::IsConnected(CPlayerInfo *this)

{
  return CONCAT31((int3)((uint)*(int *)(this + 8) >> 8),*(int *)(*(int *)(this + 8) + 0x1f6c) != 2);
}

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)