L L4D2node

CParticleCollection::GetName

0x00bcb070 · 34 bytes · __thiscall

_ZNK19CParticleCollection7GetNameEv

Decompiled

undefined (1 param)

/* CParticleCollection::GetName() const */

char * __thiscall CParticleCollection::GetName(CParticleCollection *this)

{
  char *pcVar1;
  
  if (*(int *)(this + 0x48) != 0) {
    pcVar1 = CUtlString::operator_cast_to_char_((CUtlString *)(*(int *)(this + 0x48) + 0x2f8));
    return 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)