L L4D2node

CResponseSystem::GetCurrentScript

0x005b3da0 · 62 bytes · __thiscall

_ZN15CResponseSystem16GetCurrentScriptEPcj.part.48

Decompiled

undefined (3 params)

/* CResponseSystem::GetCurrentScript(char*, unsigned int) [clone .part.48] */

void __thiscall CResponseSystem::GetCurrentScript(CResponseSystem *this,char *param_1,uint param_2)

{
  char cVar1;
  int in_EAX;
  undefined1 *in_EDX;
  
  cVar1 = (**(code **)(*filesystem + 0x98))(filesystem,*(int *)(in_EAX + 0x3d80) + 4);
  if (cVar1 == '\0') {
    *in_EDX = 0;
  }
  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)