L L4D2node

Action<SurvivorBot>::BuildDecoratedName

0x00915df0 · 212 bytes · __thiscall

_ZNK6ActionI11SurvivorBotE18BuildDecoratedNameEPcPKS1_

Decompiled

undefined (3 params)

/* Action<SurvivorBot>::BuildDecoratedName(char*, Action<SurvivorBot> const*) const */

char * __thiscall
Action<SurvivorBot>::BuildDecoratedName(Action<SurvivorBot> *this,char *param_1,Action *param_2)

{
  Action *pAVar1;
  char *pcVar2;
  
  pcVar2 = (char *)(**(code **)(*(int *)param_2 + 0xa4))(param_2);
  V_strncat(param_1,pcVar2,0x100,-1);
  pAVar1 = *(Action **)(param_2 + 0x10);
  if (pAVar1 != (Action *)0x0) {
    V_strncat(param_1,"( ",0x100,-1);
    BuildDecoratedName(this,param_1,pAVar1);
    V_strncat(param_1," )",0x100,-1);
  }
  pAVar1 = *(Action **)(param_2 + 0x14);
  if (pAVar1 != (Action *)0x0) {
    V_strncat(param_1,"<<",0x100,-1);
    BuildDecoratedName(this,param_1,pAVar1);
  }
  return param_1;
}

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)