L L4D2node

SVC_Sounds::ToString

0x000a7350 · 106 bytes · __thiscall

_ZNK10SVC_Sounds8ToStringEv

Decompiled

undefined (1 param)

/* SVC_Sounds::ToString() const */

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

{
  int iVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  char *pcVar4;
  
  pcVar4 = " reliable,";
  iVar1 = *(int *)(this + 0x54);
  uVar2 = *(undefined4 *)(this + 0x50);
  if (this[0x4c] == (SVC_Sounds)0x0) {
    pcVar4 = "";
  }
  uVar3 = (**(code **)(*(int *)this + 0x2c))(this);
  V_snprintf(s_text,0x400,"%s: number %i,%s bytes %i",uVar3,uVar2,pcVar4,iVar1 + 7 >> 3);
  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)