CUtlString::operator.cast.to.char*
0x00b813c0 · 22 bytes · __thiscall
_ZNK10CUtlStringcvPKcEv
Decompiled
char * (1 param)
/* CUtlString::operator char const*() const */
char * __thiscall CUtlString::operator_cast_to_char_(CUtlString *this)
{
char *pcVar1;
pcVar1 = "";
if (*(int *)(this + 0xc) != 0) {
pcVar1 = *(char **)this;
}
return pcVar1;
}
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.