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 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.