UTIL_PlayerByName
0x00b2aef0 · 131 bytes · __cdecl
_Z17UTIL_PlayerByNamePKc
Decompiled
undefined (1 param)
/* UTIL_PlayerByName(char const*) */
int * UTIL_PlayerByName(char *param_1)
{
int *piVar1;
char *pcVar2;
int iVar3;
int iVar4;
if (((param_1 != (char *)0x0) && (*param_1 != '\0')) && (0 < *(int *)(gpGlobals + 0x14))) {
iVar4 = 1;
do {
piVar1 = (int *)UTIL_PlayerByIndex(iVar4);
if ((piVar1 != (int *)0x0) && (piVar1[0x7db] != 2)) {
pcVar2 = (char *)(**(code **)(*piVar1 + 0xb8))(piVar1);
iVar3 = _V_stricmp(pcVar2,param_1);
if (iVar3 == 0) {
return piVar1;
}
}
iVar4 = iVar4 + 1;
} while (iVar4 <= *(int *)(gpGlobals + 0x14));
}
return (int *)0x0;
}
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.