L L4D2node

CStudioHdr::pszNodeName

0x0059da00 · 107 bytes · __thiscall

_ZN10CStudioHdr11pszNodeNameEi

Decompiled

undefined (2 params)

/* CStudioHdr::pszNodeName(int) */

char * __thiscall CStudioHdr::pszNodeName(CStudioHdr *this,int param_1)

{
  char *pcVar1;
  int iVar2;
  
  iVar2 = *(int *)(this + 4);
  if (iVar2 != 0) {
    pcVar1 = "Invalid node";
    if (param_1 <= *(int *)(iVar2 + 0x78)) {
      iVar2 = GroupStudioHdr(this,*(int *)(*(int *)(iVar2 + 0x6c) + (param_1 + -1) * 8));
      pcVar1 = (char *)(iVar2 + *(int *)(iVar2 + *(int *)(*(int *)(*(int *)(this + 4) + 0x6c) + 4 +
                                                         (param_1 + -1) * 8) * 4 +
                                        *(int *)(iVar2 + 0x100)));
    }
    return pcVar1;
  }
  iVar2 = *(int *)this;
  return (char *)(iVar2 + *(int *)(iVar2 + param_1 * 4 + *(int *)(iVar2 + 0x100)));
}

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)