L L4D2node

CCountedStringPool::ReferenceString

0x000546d0 · 48 bytes · __thiscall

_ZN18CCountedStringPool15ReferenceStringEPKc

Decompiled

undefined (2 params)

/* CCountedStringPool::ReferenceString(char const*) */

undefined4 __thiscall CCountedStringPool::ReferenceString(CCountedStringPool *this,char *param_1)

{
  uint uVar1;
  undefined4 uVar2;
  
  if (param_1 == (char *)0x0) {
    uVar2 = 0;
  }
  else {
    uVar1 = ReferenceStringHandle(this,param_1);
    uVar2 = *(undefined4 *)(*(int *)(this + 0x18) + (uVar1 & 0xffff) * 8);
  }
  return uVar2;
}

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)