L L4D2node

CSteam3Server::ClientFindFromSteamID

0x00211170 · 165 bytes · __thiscall

_ZN13CSteam3Server21ClientFindFromSteamIDER8CSteamID

Decompiled

undefined (2 params)

/* CSteam3Server::ClientFindFromSteamID(CSteamID&) */

int * __thiscall CSteam3Server::ClientFindFromSteamID(CSteam3Server *this,CSteamID *param_1)

{
  int *piVar1;
  int iVar2;
  code *pcVar3;
  char cVar4;
  int *piVar5;
  int *piVar6;
  int iVar7;
  undefined1 local_3c [16];
  int local_2c [2];
  int local_24;
  int local_20;
  
  iVar7 = 0;
  piVar6 = (int *)local_3c;
  if (0 < DAT_003b8080) {
    do {
      piVar1 = *(int **)(DAT_003b8074 + iVar7 * 4);
      iVar2 = *piVar1;
      *piVar6 = (int)piVar1;
      pcVar3 = *(code **)(iVar2 + 0x6c);
      piVar6[-1] = 0x2111ab;
      cVar4 = (*pcVar3)();
      piVar5 = piVar6;
      if (cVar4 != '\0') {
        iVar2 = *piVar1;
        *piVar6 = (int)piVar1;
        pcVar3 = *(code **)(iVar2 + 0x78);
        piVar6[-1] = 0x2111b7;
        cVar4 = (*pcVar3)();
        if (cVar4 == '\0') {
          iVar2 = *piVar1;
          piVar6[1] = (int)piVar1;
          *piVar6 = (int)local_2c;
          pcVar3 = *(code **)(iVar2 + 0x18);
          piVar6[-1] = 0x2111c7;
          (*pcVar3)();
          piVar5 = piVar6 + -1;
          if (local_2c[0] == 1) {
            iVar2 = *piVar1;
            *piVar6 = (int)piVar1;
            piVar6[-1] = (int)local_2c;
            pcVar3 = *(code **)(iVar2 + 0x18);
            piVar6[-2] = 0x2111dc;
            (*pcVar3)();
            piVar5 = piVar6 + -2;
            if (((uint)(byte)param_1[7] << 0x18 | 0x100001) == *(uint *)(param_1 + 4) &&
                local_20 + local_24 * 2 == *(int *)param_1) {
              return piVar1;
            }
          }
        }
      }
      iVar7 = iVar7 + 1;
      piVar6 = piVar5;
    } while (iVar7 < DAT_003b8080);
  }
  return (int *)0x0;
}

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)