Base_CmdKeyValues::ToString
0x000a7ae0 · 89 bytes · __thiscall
_ZNK17Base_CmdKeyValues8ToStringEv
Decompiled
undefined (1 param)
/* Base_CmdKeyValues::ToString() const */
undefined1 * __thiscall Base_CmdKeyValues::ToString(Base_CmdKeyValues *this)
{
undefined4 uVar1;
undefined *puVar2;
puVar2 = &DAT_002a04d8;
if (*(KeyValues **)(this + 0x48) != (KeyValues *)0x0) {
puVar2 = (undefined *)KeyValues::GetName(*(KeyValues **)(this + 0x48));
}
uVar1 = (**(code **)(*(int *)this + 0x2c))(this);
V_snprintf(s_text,0x400,"%s: %s",uVar1,puVar2);
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.