L L4D2node

CBasePlayer::GetNetworkIDString

0x007b8d40 · 76 bytes · __thiscall

_ZN11CBasePlayer18GetNetworkIDStringEv

Decompiled

undefined (1 param)

/* CBasePlayer::GetNetworkIDString() */

CBasePlayer * __thiscall CBasePlayer::GetNetworkIDString(CBasePlayer *this)

{
  char *pcVar1;
  
  pcVar1 = (char *)(**(code **)(*engine + 0x44))(engine,*(undefined4 *)(this + 0x30));
  if (pcVar1 == (char *)0x0) {
    pcVar1 = "UNKNOWN";
  }
  V_strncpy((char *)(this + 0x212a),pcVar1,0x40);
  return this + 0x212a;
}

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)