L L4D2node

CKickIssue::FindPlayerFromDetails

0x00a05000 · 86 bytes · __thiscall

_ZN10CKickIssue21FindPlayerFromDetailsEPKcPP13CTerrorPlayer

Decompiled

undefined (3 params)

/* CKickIssue::FindPlayerFromDetails(char const*, CTerrorPlayer**) */

void __thiscall
CKickIssue::FindPlayerFromDetails(CKickIssue *this,char *param_1,CTerrorPlayer **param_2)

{
  char cVar1;
  long lVar2;
  CTerrorPlayer *pCVar3;
  
  lVar2 = strtol(param_1,(char **)0x0,10);
  if (lVar2 < 0) {
    return;
  }
  if (param_2 != (CTerrorPlayer **)0x0) {
    pCVar3 = (CTerrorPlayer *)UTIL_PlayerByUserId(lVar2);
    if ((pCVar3 == (CTerrorPlayer *)0x0) ||
       (cVar1 = (**(code **)(*(int *)pCVar3 + 0x16c))(pCVar3), cVar1 == '\0')) {
      pCVar3 = (CTerrorPlayer *)0x0;
    }
    *param_2 = pCVar3;
    return;
  }
  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)