L L4D2node

CBaseServer::ShowTags

0x0010a820 · 80 bytes · __thiscall

_ZNK11CBaseServer8ShowTagsEv

Decompiled

undefined (1 param)

/* CBaseServer::ShowTags() const */

void __thiscall CBaseServer::ShowTags(CBaseServer *this)

{
  undefined4 uVar1;
  
  Msg("Tags:\n");
  uVar1 = CUtlString::Get((CUtlString *)(this + 0x180));
  Msg("Public :  %s\n",uVar1);
  Msg("Private:  %s\n",*(undefined4 *)(this + 400));
  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)