L L4D2node

Music::AppendZombatMissionStr

0x008e8f70 · 108 bytes · __thiscall

_ZN5Music22AppendZombatMissionStrEPcS0_

Decompiled

undefined (3 params)

/* Music::AppendZombatMissionStr(char*, char*) */

void __thiscall Music::AppendZombatMissionStr(Music *this,char *param_1,char *param_2)

{
  int iVar1;
  
  iVar1 = _V_strlen((char *)(this + 0x2f5));
  if (0 < iVar1) {
    V_snprintf(param_2,0x80,"%s_%s",param_1,this + 0x2f5);
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x008e8fe0. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x18))();
  return;
}

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)