CSteamID::Render
0x000bac50 · 688 bytes · __thiscall
_ZNK8CSteamID6RenderEv
Decompiled
undefined (1 param)
/* CSteamID::Render() const */
char * __thiscall CSteamID::Render(CSteamID *this)
{
byte bVar1;
char *pcVar2;
pcVar2 = Render()::rgchBuf + Render()::nBuf * 0xff;
Render()::nBuf = (Render()::nBuf + 1) % 4;
bVar1 = (byte)this[6] >> 4;
if (bVar1 == 4) {
V_snprintf(pcVar2,0xff,"[A:%u:%u(%u)]",(uint)(byte)this[7],*(undefined4 *)this,
((byte)this[6] & 0xf) << 0x10 | (uint)*(ushort *)(this + 4));
}
else if (bVar1 == 3) {
V_snprintf(pcVar2,0xff,"[G:%u:%u]",(uint)(byte)this[7],*(undefined4 *)this);
}
else if (bVar1 == 2) {
V_snprintf(pcVar2,0xff,"[M:%u:%u(%u)]",(uint)(byte)this[7],*(undefined4 *)this,
((byte)this[6] & 0xf) << 0x10 | (uint)*(ushort *)(this + 4));
}
else if (bVar1 == 5) {
V_snprintf(pcVar2,0xff,"[P:%u:%u]",(uint)(byte)this[7],*(undefined4 *)this);
}
else if (bVar1 == 6) {
V_snprintf(pcVar2,0xff,"[C-%u:%u]",(uint)(byte)this[7],*(undefined4 *)this);
}
else if (bVar1 == 7) {
V_snprintf(pcVar2,0xff,"[g:%u:%u]",(uint)(byte)this[7],*(undefined4 *)this);
}
else if (bVar1 == 8) {
if (((byte)this[6] & 8) == 0) {
if (((byte)this[6] & 4) == 0) {
V_snprintf(pcVar2,0xff,"[T:%u:%u]",(uint)(byte)this[7],*(undefined4 *)this);
}
else {
V_snprintf(pcVar2,0xff,"[L:%u:%u]",(uint)(byte)this[7],*(undefined4 *)this);
}
}
else {
V_snprintf(pcVar2,0xff,"[c:%u:%u]",(uint)(byte)this[7],*(undefined4 *)this);
}
}
else {
if (bVar1 == 0) {
V_snprintf(pcVar2,0xff,"[I:%u:%u]",(uint)(byte)this[7],*(undefined4 *)this);
return pcVar2;
}
V_snprintf(pcVar2,0xff,"[U:%u:%u]",(uint)(byte)this[7],*(undefined4 *)this);
}
return pcVar2;
}
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.