L L4D2node

GetResponseName

0x005b1a00 · 75 bytes · __cdecl

_Z15GetResponseNameP11CBaseEntity

Decompiled

undefined (1 param)

/* GetResponseName(CBaseEntity*) */

undefined1 * GetResponseName(CBaseEntity *param_1)

{
  char cVar1;
  undefined1 *puVar2;
  
  if (param_1 == (CBaseEntity *)0x0) {
    return &DAT_00d539c2;
  }
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar1 == '\0') {
    puVar2 = &DAT_00d539c2;
    if (*(undefined1 **)(param_1 + 0x154) != (undefined1 *)0x0) {
      puVar2 = *(undefined1 **)(param_1 + 0x154);
    }
    return puVar2;
  }
  puVar2 = (undefined1 *)GetResponseName((CTerrorPlayer *)param_1);
  return puVar2;
}

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)