L L4D2node

SV_RedirectAddText

0x0020d3b0 · 64 bytes · __cdecl

_Z18SV_RedirectAddTextPKc

Decompiled

undefined (1 param)

/* SV_RedirectAddText(char const*) */

void SV_RedirectAddText(char *param_1)

{
  size_t sVar1;
  
  sVar1 = strlen(param_1);
  SV_RedirectCheckFlush(sVar1);
  V_strncat(sv_redirect_buffer,param_1,0x1000,-1);
  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)