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 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.