L L4D2node

CBasePlayer::HasNamedPlayerItem

0x007b3430 · 179 bytes · __thiscall

_ZN11CBasePlayer18HasNamedPlayerItemEPKc

Decompiled

undefined (2 params)

/* CBasePlayer::HasNamedPlayerItem(char const*) */

undefined4 __thiscall CBasePlayer::HasNamedPlayerItem(CBasePlayer *this,char *param_1)

{
  uint uVar1;
  char *pcVar2;
  int iVar3;
  undefined4 *puVar4;
  uint uVar5;
  CBasePlayer *pCVar6;
  int iVar7;
  
  iVar7 = 0;
  pCVar6 = this + 0x18f4;
  do {
    uVar1 = *(uint *)pCVar6;
    if (uVar1 != 0xffffffff) {
      uVar5 = uVar1 & 0xfff;
      puVar4 = (undefined4 *)(g_pEntityList + uVar5 * 0x10 + 4);
      if (((puVar4 != (undefined4 *)0x0) &&
          (*(uint *)(g_pEntityList + uVar5 * 0x10 + 8) == uVar1 >> 0xc)) &&
         (*(int *)(g_pEntityList + uVar5 * 0x10 + 4) != 0)) {
        pcVar2 = *(char **)(*(int *)(g_pEntityList + uVar5 * 0x10 + 4) + 0x7c);
        if (pcVar2 == (char *)0x0) {
          pcVar2 = "";
        }
        if (param_1 == pcVar2) {
LAB_007b34e0:
          return *puVar4;
        }
        iVar3 = _V_stricmp(param_1,pcVar2);
        if (iVar3 == 0) {
          uVar1 = *(uint *)pCVar6;
          if (uVar1 == 0xffffffff) {
            return 0;
          }
          puVar4 = (undefined4 *)(g_pEntityList + (uVar1 & 0xfff) * 0x10 + 4);
          if (puVar4 == (undefined4 *)0x0) {
            return 0;
          }
          if (puVar4[1] != uVar1 >> 0xc) {
            return 0;
          }
          goto LAB_007b34e0;
        }
      }
    }
    iVar7 = iVar7 + 1;
    pCVar6 = pCVar6 + 4;
    if (iVar7 == 0x38) {
      return 0;
    }
  } while( true );
}

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)