L L4D2node

CSteamID::BValidExternalSteamID

0x000baf50 · 84 bytes · __thiscall

_ZNK8CSteamID21BValidExternalSteamIDEv

Decompiled

undefined (1 param)

/* CSteamID::BValidExternalSteamID() const */

undefined2 __thiscall CSteamID::BValidExternalSteamID(CSteamID *this)

{
  byte bVar1;
  undefined2 uVar2;
  
  bVar1 = (byte)this[6] >> 4;
  if (bVar1 != 5) {
    uVar2 = 1;
    if ((((bVar1 & 0xd) != 4) && (bVar1 != 10)) && (*(int *)this == 0)) {
      uVar2 = CONCAT11((char)((ushort)*(short *)(this + 4) >> 8),
                       ((byte)this[6] & 0xf) != 0 || *(short *)(this + 4) != 0);
    }
    return uVar2;
  }
  return 0;
}

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)