UTIL_PlayerByUserId
0x00b2af80 · 112 bytes · __cdecl
_Z19UTIL_PlayerByUserIdi
Decompiled
undefined (1 param)
/* UTIL_PlayerByUserId(int) */
int UTIL_PlayerByUserId(int param_1)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
iVar1 = UTIL_PlayerByIndex(iVar3);
if (((iVar1 != 0) && (*(int *)(iVar1 + 0x1f6c) != 2)) &&
(iVar2 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(iVar1 + 0x30)),
iVar2 == param_1)) {
return iVar1;
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(int *)(gpGlobals + 0x14));
}
return 0;
}
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.