L L4D2node

CUploadGameStats::GetPseudoUniqueId

0x00214680 · 99 bytes · __thiscall

_ZN16CUploadGameStats17GetPseudoUniqueIdEPcj

Decompiled

undefined (3 params)

/* CUploadGameStats::GetPseudoUniqueId(char*, unsigned int) */

void __thiscall
CUploadGameStats::GetPseudoUniqueId(CUploadGameStats *this,char *param_1,uint param_2)

{
  _V_memset(param_1,0,param_2);
  V_strncpy(param_1,"unknown",param_2);
  if ((*param_1 == '\0') && (DAT_003b8088 != '\0')) {
    V_strncpy(param_1,"unknown",param_2);
    return;
  }
  return;
}

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)