L L4D2node

CEntityFactoryDictionary::GetCannonicalName

0x00b2fd30 · 62 bytes · __thiscall

_ZN24CEntityFactoryDictionary17GetCannonicalNameEPKc

Decompiled

undefined (2 params)

/* CEntityFactoryDictionary::GetCannonicalName(char const*) */

undefined4 __thiscall
CEntityFactoryDictionary::GetCannonicalName(CEntityFactoryDictionary *this,char *param_1)

{
  int iVar1;
  uint uVar2;
  char *local_14 [3];
  
  iVar1 = 0xffff0;
  if (param_1 != (char *)0x0) {
    local_14[0] = param_1;
    uVar2 = CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
            ::Find((CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                    *)(this + 4),(Node_t *)local_14);
    iVar1 = (uVar2 & 0xffff) << 4;
  }
  return *(undefined4 *)(*(int *)(this + 8) + 8 + iVar1);
}

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)