L L4D2node

CGameString::Get

0x009e5a00 · 99 bytes · __cdecl

_ZNK11CGameString3GetEv

Decompiled

undefined (0 params)

/* CGameString::Get() const */

void CGameString::Get(void)

{
  int *in_stack_00000004;
  int *in_stack_00000008;
  int local_10 [2];
  
  if ((*in_stack_00000008 == 0) || (in_stack_00000008[2] != gm_iSerialNumber)) {
    if (in_stack_00000008[1] == 0) {
      *in_stack_00000004 = 0;
      return;
    }
    AllocPooledString((char *)local_10);
    *in_stack_00000008 = local_10[0];
    in_stack_00000008[2] = gm_iSerialNumber;
  }
  *in_stack_00000004 = *in_stack_00000008;
  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)