L L4D2node

CBaseServer::GetNextUserID

0x00108590 · 181 bytes · __thiscall

_ZN11CBaseServer13GetNextUserIDEv

Decompiled

undefined (1 param)

/* CBaseServer::GetNextUserID() */

int __thiscall CBaseServer::GetNextUserID(CBaseServer *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int local_24;
  
  local_24 = 0;
  iVar2 = *(int *)(this + 0x120);
  if (-1 < iVar2) {
    do {
      iVar4 = 0;
      iVar3 = (local_24 + *(int *)(this + 0x100) + 1) % 0x7fff;
      if (iVar2 < 1) {
LAB_00108618:
        if (iVar4 == iVar2) {
          return iVar3;
        }
      }
      else {
        do {
          piVar1 = *(int **)(*(int *)(this + 0x114) + iVar4 * 4);
          iVar2 = (**(code **)(*piVar1 + 0x14))(piVar1);
          if (iVar3 == iVar2) {
            iVar2 = *(int *)(this + 0x120);
            goto LAB_00108618;
          }
          iVar2 = *(int *)(this + 0x120);
          iVar4 = iVar4 + 1;
        } while (iVar4 < iVar2);
        if (iVar4 == iVar2) {
          return iVar3;
        }
      }
      local_24 = local_24 + 1;
    } while (local_24 <= iVar2);
  }
  return *(int *)(this + 0x100) + 1;
}

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)