L L4D2node

GetBodygroupName

0x003fbc60 · 52 bytes · __cdecl

_Z16GetBodygroupNameP10CStudioHdri

Decompiled

undefined (2 params)

/* GetBodygroupName(CStudioHdr*, int) */

undefined1 * GetBodygroupName(CStudioHdr *param_1,int param_2)

{
  int iVar1;
  undefined1 *puVar2;
  int *piVar3;
  
  if (param_1 != (CStudioHdr *)0x0) {
    iVar1 = *(int *)param_1;
    puVar2 = &DAT_00d539c2;
    if (param_2 < *(int *)(iVar1 + 0xe8)) {
      piVar3 = (int *)(param_2 * 0x10 + *(int *)(iVar1 + 0xec) + iVar1);
      puVar2 = (undefined1 *)((int)piVar3 + *piVar3);
    }
    return puVar2;
  }
  return &DAT_00d539c2;
}

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)