L L4D2node

UTIL_GetPlayerConnectionInfo

0x00b2b130 · 406 bytes · __cdecl

_Z28UTIL_GetPlayerConnectionInfoiRiS_

Decompiled

undefined (3 params)

/* UTIL_GetPlayerConnectionInfo(int, int&, int&) */

void UTIL_GetPlayerConnectionInfo(int param_1,int *param_2,int *param_3)

{
  char cVar1;
  CBasePlayer *this;
  int *piVar2;
  char *pcVar3;
  int iVar4;
  int iVar5;
  longdouble lVar6;
  float fVar7;
  
  this = (CBasePlayer *)UTIL_PlayerByIndex(param_1);
  cVar1 = CBasePlayer::IsSplitScreenPlayer(this);
  if (cVar1 != '\0') {
    iVar4 = CBasePlayer::GetSplitScreenPlayerOwner(this);
    if (iVar4 != 0) {
      this = (CBasePlayer *)CBasePlayer::GetSplitScreenPlayerOwner(this);
      if (*(int *)(this + 0x30) == 0) {
        param_1 = 0;
      }
      else {
        param_1 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      }
    }
  }
  piVar2 = (int *)(**(code **)(*engine + 0x54))(engine,param_1);
  if ((this != (CBasePlayer *)0x0) && (piVar2 != (int *)0x0)) {
    cVar1 = (**(code **)(*(int *)this + 0x778))(this);
    if (cVar1 == '\0') {
      lVar6 = (longdouble)(**(code **)(*piVar2 + 0x28))(piVar2,0);
      pcVar3 = (char *)(**(code **)(*engine + 0xe0))(engine,param_1,"cl_cmdrate");
      iVar4 = V_atoi(pcVar3);
      if (iVar4 < 1) {
        fVar7 = 0.5;
      }
      else {
        iVar4 = V_atoi(pcVar3);
        fVar7 = 0.5 / (float)iVar4;
      }
      iVar4 = (int)((((float)lVar6 -
                     (*(float *)(gpGlobals + 0x1c) * 0.5 + *(float *)(gpGlobals + 0x1c))) - fVar7) *
                   1000.0);
      if (iVar4 < 5) {
        iVar4 = 5;
      }
      iVar5 = 1000;
      if (iVar4 < 0x3e9) {
        iVar5 = iVar4;
      }
      *param_2 = iVar5;
      lVar6 = (longdouble)(**(code **)(*piVar2 + 0x2c))(piVar2,1);
      iVar4 = (int)((float)lVar6 * 100.0);
      if (iVar4 < 0) {
        iVar4 = 0;
      }
      iVar5 = 100;
      if (iVar4 < 0x65) {
        iVar5 = iVar4;
      }
      *param_3 = iVar5;
      return;
    }
  }
  *param_2 = 0;
  *param_3 = 0;
  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)