L L4D2node

CServerPlugin::PrintDetails

0x00209280 · 128 bytes · __thiscall

_ZN13CServerPlugin12PrintDetailsEv

Decompiled

undefined (1 param)

/* CServerPlugin::PrintDetails() */

void __thiscall CServerPlugin::PrintDetails(CServerPlugin *this)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = 0;
  ConMsg("Loaded plugins:\n");
  ConMsg("---------------------\n");
  if (0 < *(int *)(this + 0x10)) {
    do {
      pcVar2 = " (disabled)";
      iVar1 = *(int *)(*(int *)(this + 4) + iVar3 * 4);
      if (*(char *)(iVar1 + 0x100) == '\0') {
        pcVar2 = "";
      }
      iVar4 = iVar3 + 1;
      ConMsg("%i:\t\"%s\"%s\n",iVar3,iVar1,pcVar2);
      iVar3 = iVar4;
    } while (iVar4 < *(int *)(this + 0x10));
  }
  ConMsg("---------------------\n");
  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)