L L4D2node

BossZombiePlayerBot::GetDebugIdentifier

0x00a782d0 · 99 bytes · __thiscall

_ZNK19BossZombiePlayerBot18GetDebugIdentifierEv

Decompiled

undefined (1 param)

/* BossZombiePlayerBot::GetDebugIdentifier() const */

undefined1 * __thiscall BossZombiePlayerBot::GetDebugIdentifier(BossZombiePlayerBot *this)

{
  undefined4 uVar1;
  int iVar2;
  
  if (*(int *)(this + 0x30) == 0) {
    iVar2 = 0;
  }
  else {
    iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  uVar1 = (**(code **)(*(int *)this + 0x544))(this);
  uVar1 = ZombieClassName(uVar1);
  V_snprintf(GetDebugIdentifier()::name,0x100,"%s(#%d)",uVar1,iVar2);
  return GetDebugIdentifier()::name;
}

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)