CVEngineServer::GetClientXUID
0x0022cb10 · 58 bytes · __thiscall
_ZN14CVEngineServer13GetClientXUIDEP7edict_t
Decompiled
undefined (2 params)
/* CVEngineServer::GetClientXUID(edict_t*) */
undefined4 __thiscall CVEngineServer::GetClientXUID(CVEngineServer *this,edict_t *param_1)
{
CBaseClient *this_00;
int iVar1;
undefined4 uVar2;
iVar1 = NUM_FOR_EDICT(param_1);
if (((0 < iVar1) && (iVar1 <= DAT_003b8080)) &&
(this_00 = *(CBaseClient **)(DAT_003b8074 + -4 + iVar1 * 4), this_00 != (CBaseClient *)0x0)) {
uVar2 = CBaseClient::GetClientXuid(this_00);
return uVar2;
}
return 0;
}
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.