L L4D2node

CHLTVClientState::GetClientName

0x0016d560 · 37 bytes · __cdecl

_ZN16CHLTVClientState13GetClientNameEv

Decompiled

undefined (0 params)

/* CHLTVClientState::GetClientName() */

char * CHLTVClientState::GetClientName(void)

{
  char *pcVar1;
  
  pcVar1 = "FCVAR_NEVER_AS_STRING";
  if ((tv_name[0x15] & 0x10) == 0) {
    pcVar1 = "";
    if (*(char **)(tv_name._28_4_ + 0x24) != (char *)0x0) {
      pcVar1 = *(char **)(tv_name._28_4_ + 0x24);
    }
  }
  return pcVar1;
}

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)