L L4D2node

CBaseIssue::ListStandardPlayerNameCommand

0x00b417f0 · 131 bytes · __cdecl

_ZN10CBaseIssue29ListStandardPlayerNameCommandEP11CBasePlayerPKc

Decompiled

undefined (2 params)

/* CBaseIssue::ListStandardPlayerNameCommand(CBasePlayer*, char const*) */

void CBaseIssue::ListStandardPlayerNameCommand(CBasePlayer *param_1,char *param_2)

{
  char cVar1;
  int *piVar2;
  char *pcVar3;
  int iVar4;
  
  iVar4 = 1;
  do {
    piVar2 = (int *)UTIL_PlayerByIndex(iVar4);
    if (piVar2 != (int *)0x0) {
      cVar1 = (**(code **)(*piVar2 + 0x778))(piVar2);
      if (cVar1 == '\0') {
        pcVar3 = (char *)(**(code **)(*piVar2 + 0xb8))(piVar2);
        ClientPrint(param_1,2,"callvote %s1 %s2\n",param_2,pcVar3,(char *)0x0,(char *)0x0);
      }
    }
    iVar4 = iVar4 + 1;
  } while (iVar4 != 0x21);
  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)