L L4D2node

Action<Tank>::GetFullName

0x00ae40f0 · 225 bytes · __thiscall

_ZNK6ActionI4TankE11GetFullNameEv

Decompiled

undefined (1 param)

/* Action<Tank>::GetFullName() const */

undefined1 * __thiscall Action<Tank>::GetFullName(Action<Tank> *this)

{
  int iVar1;
  int iVar2;
  char *in_stack_fffffee0;
  char *local_11c [67];
  
  GetFullName()::str[0] = 0;
  if (this == (Action<Tank> *)0x0) {
    iVar2 = -1;
  }
  else {
    iVar1 = 0;
    do {
      iVar2 = iVar1;
      in_stack_fffffee0 = (char *)(**(code **)(*(int *)this + 0xa4))(this);
      this = *(Action<Tank> **)(this + 0xc);
      local_11c[iVar2] = in_stack_fffffee0;
      if (0x3f < iVar2 + 1) break;
      iVar1 = iVar2 + 1;
    } while (this != (Action<Tank> *)0x0);
    if (iVar2 == 0) goto LAB_00ae4198;
  }
  while( true ) {
    V_strncat(GetFullName()::str,in_stack_fffffee0,0x100,-1);
    V_strncat(GetFullName()::str,"/",0x100,-1);
    iVar2 = iVar2 + -1;
    if (iVar2 == 0) break;
    in_stack_fffffee0 = local_11c[iVar2];
  }
LAB_00ae4198:
  V_strncat(GetFullName()::str,local_11c[0],0x100,-1);
  return GetFullName()::str;
}

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)