L L4D2node

CRestore::StringFromHeaderSymbol

0x004a5ea0 · 44 bytes · __thiscall

_ZN8CRestore22StringFromHeaderSymbolEi

Decompiled

undefined (2 params)

/* CRestore::StringFromHeaderSymbol(int) */

char * __thiscall CRestore::StringFromHeaderSymbol(CRestore *this,int param_1)

{
  char *pcVar1;
  char *pcVar2;
  
  pcVar2 = "<<illegal>>";
  if ((-1 < param_1) && (param_1 < *(int *)(*(int *)(this + 0x18) + 0x10))) {
    pcVar1 = *(char **)(*(int *)(*(int *)(this + 0x18) + 0x14) + param_1 * 4);
    pcVar2 = "";
    if (pcVar1 != (char *)0x0) {
      pcVar2 = pcVar1;
    }
  }
  return pcVar2;
}

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)