L L4D2node

CChangeMapLaterIssue::GetDisplayString

0x00b42090 · 51 bytes · __thiscall

_ZN20CChangeMapLaterIssue16GetDisplayStringEv

Decompiled

undefined (1 param)

/* CChangeMapLaterIssue::GetDisplayString() */

undefined1 * __thiscall CChangeMapLaterIssue::GetDisplayString(CChangeMapLaterIssue *this)

{
  V_snprintf(GetDisplayString()::displayString,0x40,"Make next map %s?",this + 0x44);
  return GetDisplayString()::displayString;
}

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)