L L4D2node

sentencegroup_t::SetGroupName

0x000f0170 · 48 bytes · __cdecl

_ZN15sentencegroup_t12SetGroupNameEPKc

Decompiled

undefined (1 param)

/* sentencegroup_t::SetGroupName(char const*) */

void sentencegroup_t::SetGroupName(char *param_1)

{
  undefined2 local_e [5];
  
  CUtlSymbolTable::AddString((char *)local_e);
  *(undefined2 *)(param_1 + 4) = local_e[0];
  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)