V_vsnprintfRet
0x0025d730 · 85 bytes · __cdecl
_Z14V_vsnprintfRetPciPKcS_Pb
Decompiled
undefined (5 params)
/* V_vsnprintfRet(char*, int, char const*, char*, bool*) */
int V_vsnprintfRet(char *param_1,int param_2,char *param_3,char *param_4,bool *param_5)
{
int iVar1;
bool bVar2;
iVar1 = vsnprintf(param_1,param_2,param_3,param_4);
bVar2 = (bool)(param_2 <= iVar1 | (byte)((uint)iVar1 >> 0x1f));
if (param_5 != (bool *)0x0) {
*param_5 = bVar2;
}
if ((bVar2 != false) && (0 < param_2)) {
param_1[param_2 + -1] = '\0';
iVar1 = param_2;
}
return iVar1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.