L L4D2node

CBaseClient::GetNetworkID

0x000f7490 · 44 bytes · __cdecl

_ZNK11CBaseClient12GetNetworkIDEv

Decompiled

undefined (0 params)

/* CBaseClient::GetNetworkID() const */

void CBaseClient::GetNetworkID(void)

{
  uint uVar1;
  undefined4 *in_stack_00000004;
  int in_stack_00000008;
  
  uVar1 = *(uint *)(in_stack_00000008 + 0x7d);
  *in_stack_00000004 = 1;
  in_stack_00000004[2] = uVar1 >> 1;
  in_stack_00000004[3] = uVar1 & 1;
  *(undefined2 *)(in_stack_00000004 + 1) = 1;
  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)