L L4D2node

CAutoGameSystemPerFrame::Name

0x003ea280 · 21 bytes · __thiscall

_ZN23CAutoGameSystemPerFrame4NameEv

Decompiled

undefined (1 param)

/* CAutoGameSystemPerFrame::Name() */

char * __thiscall CAutoGameSystemPerFrame::Name(CAutoGameSystemPerFrame *this)

{
  char *pcVar1;
  
  pcVar1 = "unnamed";
  if (*(char **)(this + 8) != (char *)0x0) {
    pcVar1 = *(char **)(this + 8);
  }
  return 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)