va
0x001263f0 · 83 bytes · __cdecl
_Z2vaPKcz
Decompiled
undefined (1 param)
/* va(char const*, ...) */
undefined1 * va(char *param_1,...)
{
va(char_const*,...)::curstring = (va(char_const*,...)::curstring + 1) % 8;
V_vsnprintf(va(char_const*,...)::string + va(char_const*,...)::curstring * 0x200,0x200,param_1,
&stack0x00000008);
return va(char_const*,...)::string + va(char_const*,...)::curstring * 0x200;
}
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.