L L4D2node

SVC_SendTable::ToString

0x000a7520 · 97 bytes · __thiscall

_ZNK13SVC_SendTable8ToStringEv

Decompiled

undefined (1 param)

/* SVC_SendTable::ToString() const */

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

{
  int iVar1;
  undefined4 uVar2;
  undefined *puVar3;
  
  puVar3 = &DAT_002b6517;
  iVar1 = *(int *)(this + 0x50);
  if (this[0x4c] == (SVC_SendTable)0x0) {
    puVar3 = &DAT_0029fe20;
  }
  uVar2 = (**(code **)(*(int *)this + 0x2c))(this);
  V_snprintf(s_text,0x400,"%s: needs Decoder %s,bytes %i",uVar2,puVar3,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)