L L4D2node

GetAppFullName

0x000ba870 · 34 bytes · __cdecl

_Z14GetAppFullName10ESourceApp

Decompiled

undefined (1 param)

/* GetAppFullName(ESourceApp) */

char * GetAppFullName(int param_1)

{
  if (*(int *)(s_SteamAppInfo + param_1 * 0x10 + 0xc) != param_1) {
    return "Source SDK Base";
  }
  return *(char **)(s_SteamAppInfo + param_1 * 0x10);
}

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)