IsUniqueIdValid
0x00bdd510 · 95 bytes · __cdecl
_Z15IsUniqueIdValidRK10UniqueId_t
Decompiled
undefined (1 param)
/* IsUniqueIdValid(UniqueId_t const&) */
bool IsUniqueIdValid(UniqueId_t *param_1)
{
int iVar1;
int in_GS_OFFSET;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
local_20 = 0;
local_1c = 0;
local_18 = 0;
local_14 = 0;
iVar1 = memcmp(&local_20,param_1,0x10);
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return iVar1 != 0;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.