L L4D2node

sentencegroup_t::GroupName

0x000f0140 · 38 bytes · __thiscall

_ZNK15sentencegroup_t9GroupNameEv

Decompiled

undefined (1 param)

/* sentencegroup_t::GroupName() const */

void __thiscall sentencegroup_t::GroupName(sentencegroup_t *this)

{
  undefined2 local_e [5];
  
  local_e[0] = *(undefined2 *)(this + 4);
  CUtlSymbolTable::String((CUtlSymbolTable *)s_SymbolTable,local_e);
  return;
}

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)