L L4D2node

CServerNetworkProperty::GetClassName

0x00821030 · 24 bytes · __thiscall

_ZNK22CServerNetworkProperty12GetClassNameEv

Decompiled

undefined (1 param)

/* CServerNetworkProperty::GetClassName() const */

undefined1 * __thiscall CServerNetworkProperty::GetClassName(CServerNetworkProperty *this)

{
  undefined1 *puVar1;
  
  puVar1 = &DAT_00d539c2;
  if (*(undefined1 **)(*(int *)(this + 8) + 0x7c) != (undefined1 *)0x0) {
    puVar1 = *(undefined1 **)(*(int *)(this + 8) + 0x7c);
  }
  return puVar1;
}

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)