L L4D2node

CBaseClient::SetSteamID

0x000fa0b0 · 25 bytes · __thiscall

_ZN11CBaseClient10SetSteamIDERK8CSteamID

Decompiled

undefined (2 params)

/* CBaseClient::SetSteamID(CSteamID const&) */

void __thiscall CBaseClient::SetSteamID(CBaseClient *this,CSteamID *param_1)

{
  undefined4 uVar1;
  
  uVar1 = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x81) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x7d) = uVar1;
  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)