L L4D2node

SVC_CreateStringTable::ToString

0x000a72d0 · 118 bytes · __thiscall

_ZNK21SVC_CreateStringTable8ToStringEv

Decompiled

undefined (1 param)

/* SVC_CreateStringTable::ToString() const */

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

{
  undefined4 uVar1;
  int iVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  
  uVar1 = *(undefined4 *)(this + 0x60);
  iVar2 = *(int *)(this + 0x68);
  uVar3 = *(undefined4 *)(this + 0x5c);
  uVar4 = *(undefined4 *)(this + 0x54);
  uVar5 = *(undefined4 *)(this + 0x4c);
  uVar6 = (**(code **)(*(int *)this + 0x2c))(this);
  V_snprintf(s_text,0x400,"%s: table %s, entries %i, bytes %i userdatasize %i userdatabits %i",uVar6
             ,uVar5,uVar4,iVar2 + 7 >> 3,uVar3,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)