L L4D2node

SVC_Menu::ToString

0x000a7b60 · 111 bytes · __thiscall

_ZNK8SVC_Menu8ToStringEv

Decompiled

undefined (1 param)

/* SVC_Menu::ToString() const */

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

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  char *pcVar4;
  
  pcVar4 = "No KeyValues";
  uVar1 = *(undefined4 *)(this + 0x54);
  if (*(KeyValues **)(this + 0x4c) != (KeyValues *)0x0) {
    pcVar4 = (char *)KeyValues::GetName(*(KeyValues **)(this + 0x4c));
  }
  uVar2 = *(undefined4 *)(this + 0x50);
  uVar3 = (**(code **)(*(int *)this + 0x2c))(this);
  V_snprintf(s_text,0x400,"%s: %i \"%s\" (len:%i)",uVar3,uVar2,pcVar4,uVar1);
  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)