L L4D2node

GetSceneFilename

0x00815160 · 74 bytes · __cdecl

_Z16GetSceneFilenameP11CBaseEntity

Decompiled

undefined (1 param)

/* GetSceneFilename(CBaseEntity*) */

undefined1 * GetSceneFilename(CBaseEntity *param_1)

{
  int iVar1;
  undefined1 *puVar2;
  
  if (param_1 != (CBaseEntity *)0x0) {
    iVar1 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CSceneEntity::typeinfo,0);
    if (iVar1 != 0) {
      puVar2 = *(undefined1 **)(iVar1 + 0x444);
      if (puVar2 == (undefined1 *)0x0) {
        puVar2 = &DAT_00d539c2;
      }
      return puVar2;
    }
  }
  return &DAT_00d539c2;
}

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)