CLC_ListenEvents::ToString
0x000a7910 · 124 bytes · __thiscall
_ZNK16CLC_ListenEvents8ToStringEv
Decompiled
undefined (1 param)
/* CLC_ListenEvents::ToString() const */
undefined1 * __thiscall CLC_ListenEvents::ToString(CLC_ListenEvents *this)
{
undefined4 uVar1;
uint uVar2;
int iVar3;
uVar2 = 0;
iVar3 = 0;
do {
iVar3 = (iVar3 + 1) -
(uint)((1 << ((byte)uVar2 & 0x1f) & *(uint *)(this + (uVar2 >> 5) * 4 + 0x4c)) == 0);
uVar2 = uVar2 + 1;
} while (uVar2 != 0x200);
uVar1 = (**(code **)(*(int *)this + 0x2c))(this);
V_snprintf(s_text,0x400,"%s: registered events %i",uVar1,iVar3);
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.