L L4D2node

CAI_GlobalNamespace::AddSymbol

0x005b3710 · 58 bytes · __thiscall

_ZN19CAI_GlobalNamespace9AddSymbolEPKci

Decompiled

undefined (3 params)

/* CAI_GlobalNamespace::AddSymbol(char const*, int) */

void __thiscall CAI_GlobalNamespace::AddSymbol(CAI_GlobalNamespace *this,char *param_1,int param_2)

{
  if (param_2 != -1) {
    CStringRegistry::AddString(*(CStringRegistry **)this,param_1,param_2);
    if (*(int *)(this + 4) <= param_2) {
      *(int *)(this + 4) = param_2 + 1;
    }
  }
  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)