L L4D2node

CBaseClient::GetClientXuid

0x000fa080 · 43 bytes · __thiscall

_ZNK11CBaseClient13GetClientXuidEv

Decompiled

undefined (1 param)

/* CBaseClient::GetClientXuid() const */

undefined8 __thiscall CBaseClient::GetClientXuid(CBaseClient *this)

{
  char cVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  
  cVar1 = (**(code **)(*(int *)this + 0x78))(this);
  uVar3 = 0;
  uVar2 = 0;
  if (cVar1 == '\0') {
    uVar2 = *(undefined4 *)(this + 0x7d);
    uVar3 = *(undefined4 *)(this + 0x81);
  }
  return CONCAT44(uVar3,uVar2);
}

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)