L L4D2node

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 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)