L L4D2node

CVEngineServer::ClientPrintf

0x0022c1b0 · 85 bytes · __cdecl

_ZN14CVEngineServer12ClientPrintfEP7edict_tPKc

Decompiled

undefined (2 params)

/* CVEngineServer::ClientPrintf(edict_t*, char const*) */

void CVEngineServer::ClientPrintf(edict_t *param_1,char *param_2)

{
  int iVar1;
  
  iVar1 = NUM_FOR_EDICT((edict_t *)param_2);
  if ((0 < iVar1) && (iVar1 <= DAT_003b8080)) {
                    /* WARNING: Could not recover jumptable at 0x0022c209. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(DAT_003b8074 + -4 + iVar1 * 4) + 0x68))();
    return;
  }
  ConMsg("tried to sprint to a non-client\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)