L L4D2node

coerciblevariant_t::String

0x00644cf0 · 364 bytes · __thiscall

_ZN18coerciblevariant_t6StringEv

Decompiled

undefined (1 param)

/* coerciblevariant_t::String() */

undefined4 __thiscall coerciblevariant_t::String(coerciblevariant_t *this)

{
  int iVar1;
  char *pcVar2;
  uint uVar3;
  char *pcVar4;
  undefined1 *puVar5;
  undefined *puVar6;
  char *pcVar7;
  
  uVar3 = *(uint *)(this + 0x18);
  if ((uVar3 & 8) != 0) goto LAB_00644da6;
  switch(*(undefined4 *)(this + 0x14)) {
  default:
switchD_00644d13_caseD_0:
    puVar5 = operator_new__(1);
    *(undefined1 **)(this + 0xc) = puVar5;
    *puVar5 = 0;
    uVar3 = *(uint *)(this + 0x18);
    break;
  case 1:
    pcVar4 = operator_new__(0x20);
    *(char **)(this + 0xc) = pcVar4;
    V_snprintf(pcVar4,0x20,"%.3f",(double)*(float *)(this + 8));
    uVar3 = *(uint *)(this + 0x18);
    break;
  case 2:
    break;
  case 5:
    pcVar4 = operator_new__(0x18);
    *(char **)(this + 0xc) = pcVar4;
    V_snprintf(pcVar4,0x18,"%d",*(undefined4 *)(this + 4));
    uVar3 = *(uint *)(this + 0x18);
    break;
  case 6:
    pcVar4 = operator_new__(2);
    *(char **)(this + 0xc) = pcVar4;
    *pcVar4 = '1' - (*this == (coerciblevariant_t)0x0);
    *(undefined1 *)(*(int *)(this + 0xc) + 1) = 0;
    uVar3 = *(uint *)(this + 0x18);
    break;
  case 0xd:
    uVar3 = *(uint *)(this + 0x10);
    if ((((uVar3 == 0xffffffff) ||
         (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
        (*(uint *)(puVar6 + 8) != uVar3 >> 0xc)) || (iVar1 = *(int *)(puVar6 + 4), iVar1 == 0))
    goto switchD_00644d13_caseD_0;
    pcVar2 = operator_new__(0x40);
    *(char **)(this + 0xc) = pcVar2;
    pcVar4 = *(char **)(iVar1 + 0x154);
    pcVar7 = "";
    if (pcVar4 != (char *)0x0) {
      pcVar7 = pcVar4;
    }
    V_strncpy(pcVar2,pcVar7,0x40);
    uVar3 = *(uint *)(this + 0x18);
  }
  *(uint *)(this + 0x18) = uVar3 | 8;
LAB_00644da6:
  return *(undefined4 *)(this + 0xc);
}

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)