L L4D2node

INextBot::GetDebugIdentifier

0x00753db0 · 116 bytes · __thiscall

_ZNK8INextBot18GetDebugIdentifierEv

Decompiled

undefined (1 param)

/* INextBot::GetDebugIdentifier() const */

undefined1 * __thiscall INextBot::GetDebugIdentifier(INextBot *this)

{
  int iVar1;
  int iVar2;
  undefined1 *puVar3;
  
  iVar1 = (**(code **)(*(int *)this + 0xb4))(this);
  if (*(int *)(iVar1 + 0x30) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = *(int *)(iVar1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  iVar2 = (**(code **)(*(int *)this + 0xb4))(this);
  puVar3 = &DAT_00d539c2;
  if (*(undefined1 **)(iVar2 + 0x7c) != (undefined1 *)0x0) {
    puVar3 = *(undefined1 **)(iVar2 + 0x7c);
  }
  V_snprintf(GetDebugIdentifier()::name,0x100,"%s(#%d)",puVar3,iVar1);
  return GetDebugIdentifier()::name;
}

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)