CUtlSymbolTable::String
0x00b81f60 · 53 bytes · __thiscall
_ZNK15CUtlSymbolTable6StringE10CUtlSymbol
Decompiled
undefined (2 params)
/* CUtlSymbolTable::String(CUtlSymbol) const */
undefined1 * __thiscall CUtlSymbolTable::String(CUtlSymbolTable *this,ushort *param_2)
{
int iVar1;
if (*param_2 != 0xffff) {
iVar1 = *(int *)(this + 4) + (uint)*param_2 * 0xc;
return (undefined1 *)
((uint)*(ushort *)(iVar1 + 10) +
*(int *)(*(int *)(this + 0x24) + (uint)*(ushort *)(iVar1 + 8) * 4) + 10);
}
return &DAT_00d539c2;
}
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.