L L4D2node

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 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)