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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.