L L4D2node

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 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)