Action<SurvivorBot>::GetFullName
0x0090bda0 · 225 bytes · __thiscall
_ZNK6ActionI11SurvivorBotE11GetFullNameEv
Decompiled
undefined (1 param)
/* Action<SurvivorBot>::GetFullName() const */
undefined1 * __thiscall Action<SurvivorBot>::GetFullName(Action<SurvivorBot> *this)
{
int iVar1;
int iVar2;
char *in_stack_fffffee0;
char *local_11c [67];
GetFullName()::str[0] = 0;
if (this == (Action<SurvivorBot> *)0x0) {
iVar2 = -1;
}
else {
iVar1 = 0;
do {
iVar2 = iVar1;
in_stack_fffffee0 = (char *)(**(code **)(*(int *)this + 0xa4))(this);
this = *(Action<SurvivorBot> **)(this + 0xc);
local_11c[iVar2] = in_stack_fffffee0;
if (0x3f < iVar2 + 1) break;
iVar1 = iVar2 + 1;
} while (this != (Action<SurvivorBot> *)0x0);
if (iVar2 == 0) goto LAB_0090be48;
}
while( true ) {
V_strncat(GetFullName()::str,in_stack_fffffee0,0x100,-1);
V_strncat(GetFullName()::str,"/",0x100,-1);
iVar2 = iVar2 + -1;
if (iVar2 == 0) break;
in_stack_fffffee0 = local_11c[iVar2];
}
LAB_0090be48:
V_strncat(GetFullName()::str,local_11c[0],0x100,-1);
return GetFullName()::str;
}
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.