L L4D2node

KeyValues::GetName

0x0024bde0 · 59 bytes · __thiscall

_ZNK9KeyValues7GetNameEv

Decompiled

undefined (1 param)

/* KeyValues::GetName() const */

undefined1 * __thiscall KeyValues::GetName(KeyValues *this)

{
  undefined1 *puVar1;
  int *piVar2;
  
  if (this != (KeyValues *)0x0) {
    piVar2 = *(int **)(this + 0x14);
    if (piVar2 == (int *)0x0) {
      piVar2 = (int *)KeyValuesSystem();
    }
    puVar1 = (undefined1 *)(**(code **)(*piVar2 + 0x18))(piVar2,*(undefined4 *)this);
    return puVar1;
  }
  return &DAT_002c79d4;
}

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)