CStudioHdr::pszNodeName
0x000e27f0 · 107 bytes · __thiscall
_ZN10CStudioHdr11pszNodeNameEi
Decompiled
undefined (2 params)
/* CStudioHdr::pszNodeName(int) */
char * __thiscall CStudioHdr::pszNodeName(CStudioHdr *this,int param_1)
{
char *pcVar1;
int iVar2;
iVar2 = *(int *)(this + 4);
if (iVar2 != 0) {
pcVar1 = "Invalid node";
if (param_1 <= *(int *)(iVar2 + 0x78)) {
iVar2 = GroupStudioHdr(this,*(int *)(*(int *)(iVar2 + 0x6c) + (param_1 + -1) * 8));
pcVar1 = (char *)(iVar2 + *(int *)(iVar2 + *(int *)(*(int *)(*(int *)(this + 4) + 0x6c) + 4 +
(param_1 + -1) * 8) * 4 +
*(int *)(iVar2 + 0x100)));
}
return pcVar1;
}
iVar2 = *(int *)this;
return (char *)(iVar2 + *(int *)(iVar2 + param_1 * 4 + *(int *)(iVar2 + 0x100)));
}
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.