L L4D2node

CSteam3Server::CompareUserID

0x00210e40 · 58 bytes · __thiscall

_ZN13CSteam3Server13CompareUserIDERK8USERID_sS2_

Decompiled

undefined (3 params)

/* CSteam3Server::CompareUserID(USERID_s const&, USERID_s const&) */

undefined4 __thiscall
CSteam3Server::CompareUserID(CSteam3Server *this,USERID_s *param_1,USERID_s *param_2)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if (((*(int *)param_1 == *(int *)param_2) && (*(int *)param_1 - 1U < 2)) &&
     (*(short *)(param_1 + 4) == *(short *)(param_2 + 4))) {
    uVar1 = CONCAT31((int3)((*(uint *)(param_1 + 0xc) ^ *(uint *)(param_2 + 0xc)) >> 8),
                     *(int *)(param_1 + 8) == *(int *)(param_2 + 8) &&
                     (*(uint *)(param_1 + 0xc) ^ *(uint *)(param_2 + 0xc)) == 0);
  }
  return uVar1;
}

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)