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 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.