L L4D2node

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 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)