L L4D2node

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 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)