L L4D2node

GetSteamUniverse

0x0017d0c0 · 109 bytes · unknown

_Z16GetSteamUniversev

Decompiled

undefined (0 params)

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

undefined4 GetSteamUniverse(void)

{
  int iVar1;
  
  if (GetSteamUniverse()::s_universe != '\0') {
    return GetSteamUniverse()::s_universe;
  }
  iVar1 = __cxa_guard_acquire(&GetSteamUniverse()::s_universe);
  if (iVar1 == 0) {
    return GetSteamUniverse()::s_universe;
  }
                    /* try { // try from 0017d0f8 to 0017d113 has its CatchHandler @ 0017d134 */
  iVar1 = Steam3Server();
  if (*(int *)(iVar1 + 8) == 0) {
    GetSteamUniverse()::s_universe = 0;
  }
  else {
    iVar1 = Steam3Server();
    GetSteamUniverse()::s_universe = (**(code **)(**(int **)(iVar1 + 8) + 8))(*(int **)(iVar1 + 8));
  }
  __cxa_guard_release(&GetSteamUniverse()::s_universe);
  return GetSteamUniverse()::s_universe;
}

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)