L L4D2node

ChatIDFromSteamID

0x000bafb0 · 65 bytes · __cdecl

_Z17ChatIDFromSteamIDRK8CSteamID

Decompiled

undefined (1 param)

/* ChatIDFromSteamID(CSteamID const&) */

void ChatIDFromSteamID(CSteamID *param_1)

{
  CSteamID CVar1;
  undefined4 uVar2;
  undefined4 *in_stack_00000008;
  
  if (*(byte *)((int)in_stack_00000008 + 6) >> 4 != 8) {
    CVar1 = *(CSteamID *)((int)in_stack_00000008 + 7);
    param_1[4] = (CSteamID)0x0;
    uVar2 = *in_stack_00000008;
    param_1[5] = (CSteamID)0x0;
    param_1[6] = (CSteamID)0x88;
    param_1[7] = CVar1;
    *(undefined4 *)param_1 = uVar2;
    return;
  }
  uVar2 = in_stack_00000008[1];
  *(undefined4 *)param_1 = *in_stack_00000008;
  *(undefined4 *)(param_1 + 4) = uVar2;
  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)