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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.