L L4D2node

CAI_Concept::GetStringConcept

0x005d9880 · 66 bytes · __thiscall

_ZNK11CAI_Concept16GetStringConceptEv

Decompiled

undefined (1 param)

/* CAI_Concept::GetStringConcept() const */

undefined1 * __thiscall CAI_Concept::GetStringConcept(CAI_Concept *this)

{
  undefined1 *puVar1;
  undefined2 local_e [5];
  
  InitializeAIConceptTable();
  local_e[0] = *(undefined2 *)this;
  puVar1 = (undefined1 *)CUtlSymbolTable::String(g_pAIConceptTable,local_e);
  if (puVar1 != (undefined1 *)0x0) {
    return puVar1;
  }
  Warning("An AI_Concept couldn\'t find its string in the symbol table!\n");
  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)