L L4D2node

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 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)