SVC_PacketEntities::ToString
0x000a75f0 · 132 bytes · __thiscall
_ZNK18SVC_PacketEntities8ToStringEv
Decompiled
undefined (1 param)
/* SVC_PacketEntities::ToString() const */
undefined1 * __thiscall SVC_PacketEntities::ToString(SVC_PacketEntities *this)
{
int iVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
char *pcVar6;
pcVar6 = " BL update,";
iVar1 = *(int *)(this + 0x60);
uVar2 = *(undefined4 *)(this + 0x4c);
uVar3 = *(undefined4 *)(this + 0x5c);
if (this[0x55] == (SVC_PacketEntities)0x0) {
pcVar6 = "";
}
uVar4 = *(undefined4 *)(this + 0x50);
uVar5 = (**(code **)(*(int *)this + 0x2c))(this);
V_snprintf(s_text,0x400,"%s: delta %i, max %i, changed %i,%s bytes %i",uVar5,uVar3,uVar2,uVar4,
pcVar6,iVar1 + 7 >> 3);
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.