L L4D2node

ResponseRulePartition::GetElementName

0x005b7810 · 96 bytes · __thiscall

_ZNK21ResponseRulePartition14GetElementNameERKj

Decompiled

undefined (2 params)

/* ResponseRulePartition::GetElementName(unsigned int const&) const */

undefined1 * __thiscall
ResponseRulePartition::GetElementName(ResponseRulePartition *this,uint *param_1)

{
  ushort uVar1;
  uint uVar2;
  undefined4 local_14 [3];
  
  uVar2 = *param_1 >> 0x10;
  local_14[0] = *(undefined4 *)((*param_1 & 0xffff) * 0x10 + *(int *)(this + uVar2 * 0x38 + 4) + 8);
  uVar1 = CUtlRBTree<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
          ::Find((CUtlRBTree<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                  *)(this + uVar2 * 0x38 + 0x1c),(Node_t *)local_14);
  if (uVar1 != 0xffff) {
    return *(undefined1 **)((uint)uVar1 * 0x10 + *(int *)(this + uVar2 * 0x38 + 0x20) + 0xc);
  }
  return &DAT_00d539c2;
}

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)