CFmtStrN<2048>::CFmtStrN
0x00184c70 · 131 bytes · __thiscall
_ZN8CFmtStrNILi2048EEC2EPKcz
Decompiled
undefined (2 params)
/* CFmtStrN<2048>::CFmtStrN(char const*, ...) */
void __thiscall CFmtStrN<2048>::CFmtStrN(CFmtStrN<2048> *this,char *param_1,...)
{
undefined4 uVar1;
bool local_d;
local_d = false;
*(undefined ***)this = &PTR_InitQuietTruncation_002b59e8;
this[4] = (CFmtStrN<2048>)0x1;
uVar1 = V_vsnprintfRet((char *)(this + 5),0x7ff,param_1,&stack0x0000000c,&local_d);
this[0x804] = (CFmtStrN<2048>)0x0;
if (((local_d != false) && (this[4] == (CFmtStrN<2048>)0x0)) &&
(CFmtStrN(char_const*,...)::scAsserted < 5)) {
CFmtStrN(char_const*,...)::scAsserted = CFmtStrN(char_const*,...)::scAsserted + 1;
}
*(undefined4 *)(this + 0x808) = uVar1;
uVar1 = _V_strlen((char *)(this + 5));
*(undefined4 *)(this + 0x808) = uVar1;
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.