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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.