L L4D2node

CUtlString::operator=

0x00b81430 · 42 bytes · __thiscall

_ZN10CUtlStringaSERKS_

Decompiled

undefined (2 params)

/* CUtlString::TEMPNAMEPLACEHOLDERVALUE(CUtlString const&) */

CUtlString * __thiscall CUtlString::operator=(CUtlString *this,CUtlString *param_1)

{
  CUtlBinaryBlock::Set((CUtlBinaryBlock *)this,*(void **)param_1,*(int *)(param_1 + 0xc));
  return this;
}

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)