Garry there's no need to do it manually, I think there's a CSteamID class which does it all for you I think... although that might be server-side :/
Thanks, - Saul. 2010/1/4 Garry Newman <[email protected]> > This probably isn't useful to anyone, but I had to get the SteamID of other > players clientside - and couldn't find a way to do it (without networking > them from server) > > But eventually I found a way to convert the FriendsID to a SteamID.. > > const char* C_GMOD_Player::GetNetworkIDString() > { > if ( !engine->GetPlayerInfo( entindex(), &m_SavedPlayerInfo ) ) > { > return "NULL"; > } > > if ( !m_SavedPlayerInfo.friendsID ) > return "NULL"; > > Q_snprintf( m_SavedPlayerInfo.guid, sizeof( m_SavedPlayerInfo.guid ) - 1, > "STEAM_0:%u:%u", > (unsigned int)(m_SavedPlayerInfo.friendsID % 2), > (unsigned int)(m_SavedPlayerInfo.friendsID / 2)); > > return m_SavedPlayerInfo.guid; > } > > garry > > On Mon, Jan 4, 2010 at 9:31 PM, Tony Paloma <[email protected]> > wrote: > > > Well as long as we're coming up with alternatives: > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching > > friends\PersonaName value > > - The keys under Users are account IDs. You can use them to get a > > SteamID. > > > > Infallible? Hardly. But it's the best out-of-game, no-steam-dlls solution > I > > could come up with besides mucking around in the blob file. > > > > If you know where Steam is installed > > (HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load > > steamclient.dll and get the SteamID easy. If you want more details, reply > > and ask. > > > > -----Original Message----- > > From: [email protected] > > [mailto:[email protected]] On Behalf Of Darien > Hager > > Sent: Monday, January 04, 2010 1:06 PM > > To: Discussion of Half-Life Programming > > Subject: Re: [hlcoders] How to find SteamID > > > > Just to toss out an alternative... I think the "current user name" is > > probably somewhere in the clientregistry.blob file after the user is > > logged-in... but parsing that thing directly isn't very fun and likely > > won't be as stable making your own exe/dll. (I'm working on phasing out > > some clientregistry-using code for those reasons.) > > > > --Darien > > > > Alexander Hirsch wrote: > > > It does work. I did some stuff with that already. > > > The code down there is just on top of my head though. Still, should > > > work like that. > > > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

