L L4D2node

Sys_Printf

0x00214f30 · 139 bytes · __cdecl

_Z10Sys_PrintfPcz

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* Sys_Printf(char*, ...) */

void Sys_Printf(char *param_1,...)

{
  int in_GS_OFFSET;
  char local_410 [1024];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_vsnprintf(local_410,0x400,param_1,&stack0x00000008);
  if (*(int *)(developer._28_4_ + 0x30) != 0) {
    fputs(local_410,_stderr);
  }
  if (s_bIsDedicated != '\0') {
    printf("%s",local_410);
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)