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 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.