L L4D2node

CBasePlayer::SetPlayerName

0x007b8dc0 · 43 bytes · __thiscall

_ZN11CBasePlayer13SetPlayerNameEPKc

Decompiled

undefined (2 params)

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

void __thiscall CBasePlayer::SetPlayerName(CBasePlayer *this,char *param_1)

{
  if (param_1 != (char *)0x0) {
    V_strncpy((char *)(this + 0x20a9),param_1,0x20);
  }
  return;
}

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)