CSteam3Server::GetGSSteamID
0x00210f90 · 110 bytes · __thiscall
_ZNK13CSteam3Server12GetGSSteamIDEv
Decompiled
undefined (1 param)
/* CSteam3Server::GetGSSteamID() const */
CSteam3Server * __thiscall CSteam3Server::GetGSSteamID(CSteam3Server *this)
{
int iVar1;
if (*(int *)(this + 0x98) != 1) {
return this + 0xa1;
}
if (GetGSSteamID()::id == '\0') {
iVar1 = __cxa_guard_acquire(&GetGSSteamID()::id);
if (iVar1 != 0) {
GetGSSteamID()::id._0_4_ = 0;
GetGSSteamID()::id._7_1_ = 1;
GetGSSteamID()::id._4_1_ = 0;
GetGSSteamID()::id._5_1_ = 0;
GetGSSteamID()::id._6_1_ = 0;
__cxa_guard_release(&GetGSSteamID()::id);
}
}
return (CSteam3Server *)&GetGSSteamID()::id;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.