L L4D2node

CBaseEntity::GenderExpandString

0x004b2a40 · 95 bytes · __thiscall

_ZN11CBaseEntity18GenderExpandStringEPKcPci

Decompiled

undefined (4 params)

/* CBaseEntity::GenderExpandString(char const*, char*, int) */

void __thiscall
CBaseEntity::GenderExpandString(CBaseEntity *this,char *param_1,char *param_2,int param_3)

{
  code *pcVar1;
  undefined1 *puVar2;
  undefined1 *local_10 [2];
  
  pcVar1 = *(code **)(*soundemitterbase + 0x8c);
  (**(code **)(*(int *)this + 0x20))(local_10,this);
  puVar2 = &DAT_00d539c2;
  if (local_10[0] != (undefined1 *)0x0) {
    puVar2 = local_10[0];
  }
  (*pcVar1)(soundemitterbase,puVar2,param_1,param_2,param_3);
  return;
}

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)