L L4D2node

CBaseMultiplayerPlayer::GetSteamID

0x0062cec0 · 60 bytes · __thiscall

_ZN22CBaseMultiplayerPlayer10GetSteamIDEP8CSteamID

Decompiled

undefined (2 params)

/* CBaseMultiplayerPlayer::GetSteamID(CSteamID*) */

undefined4 __thiscall
CBaseMultiplayerPlayer::GetSteamID(CBaseMultiplayerPlayer *this,CSteamID *param_1)

{
  undefined4 uVar1;
  undefined4 *puVar2;
  
  puVar2 = (undefined4 *)(**(code **)(*engine + 0x20c))(engine,*(undefined4 *)(this + 0x30));
  if (puVar2 != (undefined4 *)0x0) {
    uVar1 = *puVar2;
    *(undefined4 *)(param_1 + 4) = puVar2[1];
    *(undefined4 *)param_1 = uVar1;
    return 1;
  }
  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)