L L4D2node

CKickIssue::GetDetailsString

0x00a04900 · 69 bytes · __thiscall

_ZN10CKickIssue16GetDetailsStringEv

Decompiled

undefined (1 param)

/* CKickIssue::GetDetailsString() */

char * __thiscall CKickIssue::GetDetailsString(CKickIssue *this)

{
  long lVar1;
  int *piVar2;
  char *pcVar3;
  
  lVar1 = strtol((char *)(this + 0x44),(char **)0x0,10);
  piVar2 = (int *)UTIL_PlayerByUserId(lVar1);
  if (piVar2 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00a0493c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    pcVar3 = (char *)(**(code **)(*piVar2 + 0xb8))();
    return pcVar3;
  }
  return "unnamed";
}

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)