L L4D2node

Action<Hunter>::IsNamed

0x00a928d0 · 58 bytes · __thiscall

_ZNK6ActionI6HunterE7IsNamedEPKc

Decompiled

undefined (2 params)

/* Action<Hunter>::IsNamed(char const*) const */

bool __thiscall Action<Hunter>::IsNamed(Action<Hunter> *this,char *param_1)

{
  char *pcVar1;
  int iVar2;
  bool bVar3;
  
  pcVar1 = (char *)(**(code **)(*(int *)this + 0xa4))(this);
  bVar3 = true;
  if (pcVar1 != param_1) {
    iVar2 = _V_stricmp(pcVar1,param_1);
    bVar3 = iVar2 == 0;
  }
  return bVar3;
}

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)