L L4D2node

SVC_CrosshairAngle::ToString

0x000a7840 · 128 bytes · __thiscall

_ZNK18SVC_CrosshairAngle8ToStringEv

Decompiled

undefined (1 param)

/* SVC_CrosshairAngle::ToString() const */

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

{
  float fVar1;
  float fVar2;
  float fVar3;
  undefined4 uVar4;
  
  fVar1 = *(float *)(this + 0x54);
  fVar2 = *(float *)(this + 0x50);
  fVar3 = *(float *)(this + 0x4c);
  uVar4 = (**(code **)(*(int *)this + 0x2c))(this);
  V_snprintf(s_text,0x400,"%s: (%.1f %.1f %.1f)",uVar4,(double)fVar3,(double)fVar2,(double)fVar1);
  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)