L L4D2node

CServerPlugin::UpdateInvalidPluginString

0x00209320 · 121 bytes · __thiscall

_ZN13CServerPlugin25UpdateInvalidPluginStringEv

Decompiled

undefined (1 param)

/* CServerPlugin::UpdateInvalidPluginString() */

void __thiscall CServerPlugin::UpdateInvalidPluginString(CServerPlugin *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  this[0x1c] = (CServerPlugin)0x0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      while (*(char *)(*(int *)(*(int *)(this + 4) + iVar3 * 4) + 0x101) != '\0') {
        iVar3 = iVar3 + 1;
        if (*(int *)(this + 0x10) <= iVar3) {
          return;
        }
      }
      iVar2 = _V_strlen((char *)(this + 0x1c));
      iVar1 = iVar3 * 4;
      iVar3 = iVar3 + 1;
      V_snprintf((char *)(this + iVar2 + 0x1c),0x3ff - iVar2,"\n%s",
                 *(int *)(*(int *)(this + 4) + iVar1) + 0x80);
    } while (iVar3 < *(int *)(this + 0x10));
  }
  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)