L L4D2node

CUtlString::Get

0x0004f470 · 22 bytes · __thiscall

_ZNK10CUtlString3GetEv

Decompiled

undefined (1 param)

/* CUtlString::Get() const */

undefined * __thiscall CUtlString::Get(CUtlString *this)

{
  undefined *puVar1;
  
  puVar1 = &DAT_000b2b65;
  if (*(int *)(this + 0xc) != 0) {
    puVar1 = *(undefined **)this;
  }
  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)