L L4D2node

Con_Printf

0x00127e10 · 159 bytes · __cdecl

_Z10Con_PrintfPKcz

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* Con_Printf(char const*, ...) */

void Con_Printf(char *param_1,...)

{
  char cVar1;
  int in_GS_OFFSET;
  char local_1010 [4096];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_vsnprintf(local_1010,0x1000,param_1,&stack0x00000008);
  if (*(int *)(vcr_verbose._28_4_ + 0x30) == 0) {
    cVar1 = HandleRedirectAndDebugLog(local_1010);
  }
  else {
    (**(code **)(_g_pVCR + 0x8c))("Con_Printf",local_1010);
    cVar1 = HandleRedirectAndDebugLog(local_1010);
  }
  if (cVar1 != '\0') {
    Msg(&DAT_002c48a3,local_1010);
  }
  if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)