L L4D2node

CBaseEntity::GetDebugName

0x00607cd0 · 113 bytes · __thiscall

_ZN11CBaseEntity12GetDebugNameEv

Decompiled

undefined (1 param)

/* CBaseEntity::GetDebugName() */

char * __thiscall CBaseEntity::GetDebugName(CBaseEntity *this)

{
  char cVar1;
  char *pcVar2;
  CBaseEntity *pCVar3;
  
  if (this == (CBaseEntity *)0x0) {
    return "<<null>>";
  }
  pcVar2 = *(char **)(this + 0x154);
  if (pcVar2 == (char *)0x0) {
    cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
      pCVar3 = (CBaseEntity *)0x0;
      if (cVar1 != '\0') {
        pCVar3 = this;
      }
                    /* WARNING: Could not recover jumptable at 0x00607d51. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      pcVar2 = (char *)(**(code **)(*(int *)pCVar3 + 0xb8))();
      return pcVar2;
    }
    pcVar2 = *(char **)(this + 0x7c);
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
  }
  return pcVar2;
}

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)