L L4D2node

CLog::Printf

0x001fa1c0 · 78 bytes · __thiscall

_ZN4CLog6PrintfEPKcz

Decompiled

undefined (2 params)

/* CLog::Printf(char const*, ...) */

void __thiscall CLog::Printf(CLog *this,char *param_1,...)

{
  if (this[8] == (CLog)0x0) {
    return;
  }
  V_vsnprintf(Printf(char_const*,...)::string,0x400,param_1,&stack0x0000000c);
  Print(this,Printf(char_const*,...)::string);
  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)