L L4D2node

CBenchmarkResults::SetResultsFilename

0x00113fd0 · 66 bytes · __thiscall

_ZN17CBenchmarkResults18SetResultsFilenameEPKc

Decompiled

undefined (2 params)

/* CBenchmarkResults::SetResultsFilename(char const*) */

void __thiscall CBenchmarkResults::SetResultsFilename(CBenchmarkResults *this,char *param_1)

{
  V_strncpy((char *)(this + 1),param_1,0x100);
  V_DefaultExtension((char *)(this + 1),".txt",0x100);
  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)