L L4D2node

CUtlString::operator+=

0x0004f7a0 · 96 bytes · __thiscall

_ZN10CUtlStringpLEi

Decompiled

undefined (2 params)

/* CUtlString::TEMPNAMEPLACEHOLDERVALUE(int) */

void __thiscall CUtlString::operator+=(CUtlString *this,int param_1)

{
  int in_GS_OFFSET;
  char local_1c [11];
  undefined1 local_11;
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_snprintf(local_1c,0xc,"%d",param_1);
  local_11 = 0;
  operator+=(this,local_1c);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)