CGameID::Render
0x000bb100 · 98 bytes · __thiscall
_ZNK7CGameID6RenderEv
Decompiled
undefined (1 param)
/* CGameID::Render() const */
char * __thiscall CGameID::Render(CGameID *this)
{
int iVar1;
iVar1 = Render()::nBuf * 0xff;
Render()::nBuf = (Render()::nBuf + 1) % 4;
V_snprintf(Render()::rgchBuf + iVar1,0xff,"%llu",*(undefined4 *)this,*(undefined4 *)(this + 4));
return Render()::rgchBuf + iVar1;
}
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.