SVC_ClassInfo::ToString
0x000a7470 · 91 bytes · __thiscall
_ZNK13SVC_ClassInfo8ToStringEv
Decompiled
undefined (1 param)
/* SVC_ClassInfo::ToString() const */
undefined1 * __thiscall SVC_ClassInfo::ToString(SVC_ClassInfo *this)
{
undefined4 uVar1;
undefined4 uVar2;
char *pcVar3;
pcVar3 = "use client classes";
uVar1 = *(undefined4 *)(this + 100);
if (this[0x4c] == (SVC_ClassInfo)0x0) {
pcVar3 = "full update";
}
uVar2 = (**(code **)(*(int *)this + 0x2c))(this);
V_snprintf(s_text,0x400,"%s: num %i, %s",uVar2,uVar1,pcVar3);
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.