SVC_BSPDecal::ToString
0x000a7000 · 100 bytes · __thiscall
_ZNK12SVC_BSPDecal8ToStringEv
Decompiled
undefined (1 param)
/* SVC_BSPDecal::ToString() const */
undefined1 * __thiscall SVC_BSPDecal::ToString(SVC_BSPDecal *this)
{
SVC_BSPDecal SVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
SVar1 = this[100];
uVar2 = *(undefined4 *)(this + 0x60);
uVar3 = *(undefined4 *)(this + 0x5c);
uVar4 = *(undefined4 *)(this + 0x58);
uVar5 = (**(code **)(*(int *)this + 0x2c))(this);
V_snprintf(s_text,0x400,"%s: tex %i, ent %i, mod %i lowpriority %i",uVar5,uVar4,uVar3,uVar2,
(uint)(byte)SVar1);
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.