L L4D2node

CUtlString::CUtlString

0x00b818f0 · 74 bytes · __thiscall

_ZN10CUtlStringC2ERKS_

Decompiled

undefined (2 params)

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

void __thiscall CUtlString::CUtlString(CUtlString *this,CUtlString *param_1)

{
  char *pcVar1;
  
  pcVar1 = "";
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  if (*(int *)(param_1 + 0xc) != 0) {
    pcVar1 = *(char **)param_1;
  }
                    /* try { // try from 00b8192e to 00b81932 has its CatchHandler @ 00b8193a */
  Set(this,pcVar1);
  return;
}

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)