L L4D2node

CMoveHelperServer::GetName

0x006f6ce0 · 251 bytes · __thiscall

_ZNK17CMoveHelperServer7GetNameE11CBaseHandle

Decompiled

undefined (2 params)

/* CMoveHelperServer::GetName(CBaseHandle) const */

undefined1 * __thiscall CMoveHelperServer::GetName(undefined4 this,uint *param_2)

{
  uint uVar1;
  undefined1 *puVar2;
  byte *pbVar3;
  int *piVar4;
  int iVar5;
  byte *pbVar6;
  undefined1 *local_10;
  
  uVar1 = *param_2;
  if (((uVar1 == 0xffffffff) ||
      (iVar5 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar5 + 8) != uVar1 >> 0xc)) ||
     (piVar4 = *(int **)(gEntList + iVar5 + 4), piVar4 == (int *)0x0)) {
LAB_006f6d0b:
    pbVar3 = *(byte **)(gpGlobals + 0x58);
    if ((pbVar3 != (byte *)0x0) && (pbVar6 = (byte *)0x0, (*pbVar3 & 2) == 0)) goto LAB_006f6d5d;
    pbVar6 = (byte *)0x0;
  }
  else {
    piVar4 = (int *)(**(code **)(*piVar4 + 0x14))(piVar4);
    pbVar3 = (byte *)(**(code **)(*piVar4 + 8))(piVar4);
    pbVar6 = pbVar3;
    if (pbVar3 == (byte *)0x0) goto LAB_006f6d0b;
LAB_006f6d5d:
    piVar4 = *(int **)(pbVar3 + 0xc);
    if (piVar4 != (int *)0x0) {
      piVar4 = (int *)(**(code **)(*piVar4 + 0x18))(piVar4);
      goto joined_r0x006f6d27;
    }
  }
  piVar4 = (int *)0x0;
joined_r0x006f6d27:
  if ((pbVar6 == (byte *)0x0) || ((int)pbVar6 - *(int *)(gpGlobals + 0x58) >> 4 == 0)) {
    puVar2 = *(undefined1 **)(gpGlobals + 0x3c);
  }
  else {
    if (piVar4 != (int *)0x0) {
      (**(code **)(*piVar4 + 0x20))(&local_10,piVar4);
      if (local_10 != (undefined1 *)0x0) {
        (**(code **)(*piVar4 + 0x20))(&local_10,piVar4);
        puVar2 = &DAT_00d539c2;
        if (local_10 != (undefined1 *)0x0) {
          puVar2 = local_10;
        }
        return puVar2;
      }
    }
    puVar2 = (undefined1 *)piVar4[0x1f];
  }
  if (puVar2 == (undefined1 *)0x0) {
    puVar2 = &DAT_00d539c2;
  }
  return puVar2;
}

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)