L L4D2node

CNetChan::GetBufferDebugName

0x001b2650 · 25 bytes · __thiscall

_ZN8CNetChan18GetBufferDebugNameENS_8EBufTypeE

Decompiled

undefined (2 params)

/* CNetChan::GetBufferDebugName(CNetChan::EBufType) */

undefined * __thiscall CNetChan::GetBufferDebugName(undefined4 this,uint param_2)

{
  undefined *puVar1;
  
  puVar1 = &DAT_002b558c;
  if (param_2 < 3) {
    puVar1 = *(undefined **)(CSWTCH_1291 + param_2 * 4);
  }
  return puVar1;
}

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)