L L4D2node

GetObjectClassName

0x00205db0 · 62 bytes · __cdecl

_Z18GetObjectClassNamei

Decompiled

undefined (1 param)

/* GetObjectClassName(int) */

char * GetObjectClassName(int param_1)

{
  int iVar1;
  char *pcVar2;
  
  if ((-1 < param_1) && (param_1 < DAT_003b816c)) {
    iVar1 = param_1 * 0x10 + DAT_003b8174;
    if (*(int *)(iVar1 + 0xc) != 0) {
                    /* WARNING: Could not recover jumptable at 0x00205dde. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      pcVar2 = (char *)(**(code **)(**(int **)(iVar1 + 8) + 0xc))();
      return pcVar2;
    }
    return "";
  }
  return "[unknown]";
}

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)