L L4D2node

CBaseClient::GetNetworkIDString

0x000fa020 · 65 bytes · __thiscall

_ZNK11CBaseClient18GetNetworkIDStringEv

Decompiled

undefined (1 param)

/* CBaseClient::GetNetworkIDString() const */

undefined * __thiscall CBaseClient::GetNetworkIDString(CBaseClient *this)

{
  char cVar1;
  undefined *puVar2;
  USERID_s local_1c [16];
  
  cVar1 = (**(code **)(*(int *)this + 0x78))(this);
  puVar2 = &DAT_002a611b;
  if (cVar1 == '\0') {
    (**(code **)(*(int *)this + 0x18))(local_1c,this);
    puVar2 = (undefined *)GetUserIDString(local_1c);
  }
  return puVar2;
}

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)