L L4D2node

GCSDK::CJob::GetName

0x0005f160 · 23 bytes · __thiscall

_ZN5GCSDK4CJob7GetNameEv.part.12

Decompiled

undefined (1 param)

/* GCSDK::CJob::GetName() [clone .part.12] */

char * __thiscall GCSDK::CJob::GetName(CJob *this)

{
  char *pcVar1;
  int *in_EAX;
  
  pcVar1 = *(char **)(*(int *)(*in_EAX + -4) + 4);
  return pcVar1 + (*pcVar1 == '*');
}

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)