L L4D2node

GetSteamAppID

0x0017d030 · 45 bytes · unknown

_Z13GetSteamAppIDv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetSteamAppID() */

undefined4 GetSteamAppID(void)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = Steam3Server();
  uVar2 = 0xd7;
  if (*(int *)(iVar1 + 8) != 0) {
    iVar1 = Steam3Server();
    uVar2 = (**(code **)(**(int **)(iVar1 + 8) + 0x24))(*(int **)(iVar1 + 8));
  }
  return 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)