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 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.