CAddressList::Describe
0x001014f0 · 127 bytes · __thiscall
_ZN12CAddressList8DescribeER10CUtlString
Decompiled
undefined (2 params)
/* CAddressList::Describe(CUtlString&) */
void __thiscall CAddressList::Describe(CAddressList *this,CUtlString *param_1)
{
undefined4 uVar1;
CUtlString *this_00;
undefined4 uVar2;
char *pcVar3;
int iVar4;
int iVar5;
iVar4 = 0;
if (0 < *(int *)(this + 0xc)) {
iVar5 = 0;
do {
iVar5 = iVar5 + 1;
uVar1 = netadr_s::ToString((netadr_s *)(*(int *)this + iVar4 + 0x20),false);
this_00 = (CUtlString *)(*(int *)this + iVar4);
iVar4 = iVar4 + 0x2c;
uVar2 = CUtlString::Get(this_00);
pcVar3 = (char *)va("%s(%s) ",uVar2,uVar1);
CUtlString::operator+=(param_1,pcVar3);
} while (iVar5 < *(int *)(this + 0xc));
}
return;
}
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.