L L4D2node

CNavMesh::SetPlayerSpawnName

0x00726410 · 74 bytes · __thiscall

_ZN8CNavMesh18SetPlayerSpawnNameEPKc

Decompiled

undefined (2 params)

/* CNavMesh::SetPlayerSpawnName(char const*) */

void __thiscall CNavMesh::SetPlayerSpawnName(CNavMesh *this,char *param_1)

{
  size_t sVar1;
  char *__dest;
  
  if (*(void **)(this + 0x554) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0x554));
  }
  sVar1 = strlen(param_1);
  __dest = operator_new__(sVar1 + 1);
  *(char **)(this + 0x554) = __dest;
  strcpy(__dest,param_1);
  return;
}

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)