CLC_RespondCvarValue::ToString
0x000a6e00 · 86 bytes · __thiscall
_ZNK20CLC_RespondCvarValue8ToStringEv
Decompiled
undefined (1 param)
/* CLC_RespondCvarValue::ToString() const */
undefined1 * __thiscall CLC_RespondCvarValue::ToString(CLC_RespondCvarValue *this)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
uVar1 = *(undefined4 *)(this + 0x4c);
uVar2 = *(undefined4 *)(this + 0x54);
uVar3 = *(undefined4 *)(this + 0x58);
uVar4 = (**(code **)(*(int *)this + 0x2c))(this);
V_snprintf(s_text,0x400,"%s: status: %d, value: %s, cookie: %d",uVar4,uVar3,uVar2,uVar1);
return s_text;
}
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.