L L4D2node

SVC_ServerInfo::ToString

0x000a6f50 · 86 bytes · __thiscall

_ZNK14SVC_ServerInfo8ToStringEv

Decompiled

undefined (1 param)

/* SVC_ServerInfo::ToString() const */

undefined1 * __thiscall SVC_ServerInfo::ToString(SVC_ServerInfo *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  
  uVar1 = *(undefined4 *)(this + 100);
  uVar2 = *(undefined4 *)(this + 0x78);
  uVar3 = *(undefined4 *)(this + 0x74);
  uVar4 = (**(code **)(*(int *)this + 0x2c))(this);
  V_snprintf(s_text,0x400,"%s: game \"%s\", map \"%s\", max %i",uVar4,uVar3,uVar2,uVar1);
  return s_text;
}

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)