L L4D2node

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 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)