L L4D2node

PlayerReport::GetPlayer

0x008fd750 · 57 bytes · __thiscall

_ZNK12PlayerReport9GetPlayerEv

Decompiled

undefined (1 param)

/* PlayerReport::GetPlayer() const */

int * __thiscall PlayerReport::GetPlayer(PlayerReport *this)

{
  char cVar1;
  int *piVar2;
  
  piVar2 = (int *)UTIL_PlayerByUserId(*(int *)this);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
    if (cVar1 != '\0') {
      return piVar2;
    }
  }
  return (int *)0x0;
}

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)