L L4D2node

BossZombiePlayerBot::GetDebugIdentifier

0x00a78340 · 10 bytes · __thiscall

_ZThn16424_NK19BossZombiePlayerBot18GetDebugIdentifierEv

Decompiled

undefined (1 param)

/* non-virtual thunk to BossZombiePlayerBot::GetDebugIdentifier() const */

void __thiscall BossZombiePlayerBot::GetDebugIdentifier(BossZombiePlayerBot *this)

{
  GetDebugIdentifier(this + -0x4028);
  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)