L L4D2node

CM_EntityString

0x00119450 · 111 bytes · unknown

_Z15CM_EntityStringv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CM_EntityString() */

int CM_EntityString(void)

{
  char cVar1;
  
  if (DAT_003943f8 == 0) {
    cVar1 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x38))
                      (g_pFileSystem + 4,&DAT_00394420,0,&DAT_003943e8,DAT_003943e4,DAT_00394520,0);
    if (cVar1 == '\0') {
      return 0;
    }
  }
  return (DAT_003943f4 - _DAT_00394408) + _DAT_003943e8;
}

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)