L L4D2node

CDirectorItemManager::GetScavengeItemDebugName

0x008a4ce0 · 196 bytes · __thiscall

_ZNK20CDirectorItemManager24GetScavengeItemDebugNameEP11CBaseEntity

Decompiled

undefined (2 params)

/* CDirectorItemManager::GetScavengeItemDebugName(CBaseEntity*) const */

char * __thiscall
CDirectorItemManager::GetScavengeItemDebugName(CDirectorItemManager *this,CBaseEntity *param_1)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  char *local_10;
  
  if (param_1 == (CBaseEntity *)0x0) {
    return "UNKNOWN";
  }
  if ((*(char **)(param_1 + 0x7c) == "prop_physics") ||
     (cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"prop_physics"), cVar1 != '\0')) {
    (**(code **)(*(int *)param_1 + 0x20))(&local_10,param_1);
    pcVar2 = "";
    if (local_10 != (char *)0x0) {
      pcVar2 = local_10;
    }
    iVar3 = _V_stricmp(pcVar2,"models/props_junk/gascan001a.mdl");
    if (iVar3 == 0) {
      return "GAS CAN";
    }
    iVar3 = _V_stricmp(pcVar2,"models/props_equipment/oxygentank01.mdl");
    if (iVar3 == 0) {
      return "OXYGEN TANK";
    }
    iVar3 = _V_stricmp(pcVar2,"models/props_junk/propanecanister001a.mdl");
    if (iVar3 == 0) {
      return "PROPANE CANISTER";
    }
  }
  pcVar2 = *(char **)(param_1 + 0x7c);
  if (pcVar2 == (char *)0x0) {
    pcVar2 = "";
  }
  return pcVar2;
}

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)