L L4D2node

CAI_GlobalNamespace::IdToSymbol

0x005b3750 · 32 bytes · __thiscall

_ZNK19CAI_GlobalNamespace10IdToSymbolEi

Decompiled

undefined (2 params)

/* CAI_GlobalNamespace::IdToSymbol(int) const */

char * __thiscall CAI_GlobalNamespace::IdToSymbol(CAI_GlobalNamespace *this,int param_1)

{
  char *pcVar1;
  
  if (param_1 != -1) {
    pcVar1 = (char *)CStringRegistry::GetStringText(*(CStringRegistry **)this,param_1);
    return pcVar1;
  }
  return "<<null>>";
}

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)