L L4D2node

GlobalEntity_GetName

0x006d6bc0 · 63 bytes · __cdecl

_Z20GlobalEntity_GetNamei

Decompiled

undefined (1 param)

/* GlobalEntity_GetName(int) */

undefined4 GlobalEntity_GetName(int param_1)

{
  undefined4 uVar1;
  undefined2 local_e [5];
  
  uVar1 = 0;
  if ((-1 < param_1) && (param_1 < (int)gGlobalState._84_4_)) {
    local_e[0] = *(undefined2 *)(gGlobalState._72_4_ + param_1 * 0xc);
    uVar1 = CUtlSymbolTable::String((CUtlSymbolTable *)(gGlobalState + 0xc),local_e);
  }
  return uVar1;
}

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)