Action<Tank>::IsNamed
0x00ae40b0 · 58 bytes · __thiscall
_ZNK6ActionI4TankE7IsNamedEPKc
Decompiled
undefined (2 params)
/* Action<Tank>::IsNamed(char const*) const */
bool __thiscall Action<Tank>::IsNamed(Action<Tank> *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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.