L L4D2node

CVEngineServer::GetClientSteamID

0x0022b9c0 · 232 bytes · __thiscall

_ZN14CVEngineServer16GetClientSteamIDEP7edict_t

Decompiled

undefined (2 params)

/* CVEngineServer::GetClientSteamID(edict_t*) */

int __thiscall CVEngineServer::GetClientSteamID(CVEngineServer *this,edict_t *param_1)

{
  byte bVar1;
  int iVar2;
  int iVar3;
  byte bVar4;
  
  iVar2 = NUM_FOR_EDICT(param_1);
  iVar3 = 0;
  if (((0 < iVar2) && (iVar2 <= DAT_003b8080)) &&
     (iVar2 = *(int *)(DAT_003b8074 + -4 + iVar2 * 4), iVar2 != 0)) {
    bVar1 = *(byte *)(iVar2 + 0x83);
    bVar4 = bVar1 & 0xf0;
    if ((((bVar1 & 0xf0) != 0) && (bVar1 < 0xb0)) && ((byte)(*(char *)(iVar2 + 0x84) - 1U) < 4)) {
      if (bVar4 == 0x10) {
        if (*(int *)(iVar2 + 0x7d) == 0) {
          return 0;
        }
        if (((*(byte *)(iVar2 + 0x83) & 0xf) << 0x10 | (uint)*(ushort *)(iVar2 + 0x81)) != 1) {
          return 0;
        }
      }
      else if (bVar4 == 0x70) {
        if (*(int *)(iVar2 + 0x7d) == 0) {
          return 0;
        }
        if ((*(byte *)(iVar2 + 0x83) & 0xf) != 0 || *(short *)(iVar2 + 0x81) != 0) {
          return 0;
        }
      }
      else if ((bVar4 == 0x30) && (*(int *)(iVar2 + 0x7d) == 0)) {
        return 0;
      }
      iVar3 = iVar2 + 0x7d;
    }
  }
  return iVar3;
}

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)