CDirector::PlayerAvatarGet
0x00880e10 · 104 bytes · __thiscall
_ZN9CDirector15PlayerAvatarGetEP7edict_t
Decompiled
undefined (2 params)
/* CDirector::PlayerAvatarGet(edict_t*) */
undefined4 __thiscall CDirector::PlayerAvatarGet(CDirector *this,edict_t *param_1)
{
ushort uVar1;
longlong local_18 [2];
local_18[0] = (**(code **)(*engine + 0x220))(engine,param_1);
if (local_18[0] != 0) {
uVar1 = CUtlRBTree<CUtlMap<unsigned_long_long,KeyValues*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_long_long,KeyValues*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,KeyValues*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Find((CUtlRBTree<CUtlMap<unsigned_long_long,KeyValues*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_long_long,KeyValues*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long_long,KeyValues*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0x11c),(Node_t *)local_18);
if (uVar1 != 0xffff) {
return *(undefined4 *)(*(int *)(this + 0x120) + (uint)uVar1 * 0x14 + 0x10);
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.