L L4D2node

SpitterPrepareAmbush::GetName

0x00adc350 · 10 bytes · __cdecl

_ZNK20SpitterPrepareAmbush7GetNameEv

Decompiled

undefined (0 params)

/* SpitterPrepareAmbush::GetName() const */

char * SpitterPrepareAmbush::GetName(void)

{
  return "SpitterPrepareAmbush";
}

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)