CMatchExtL4D::DebugPrint
0x00034a60 · 75 bytes · __thiscall
_ZN12CMatchExtL4D10DebugPrintEv
Decompiled
undefined (1 param)
/* CMatchExtL4D::DebugPrint() */
void __thiscall CMatchExtL4D::DebugPrint(CMatchExtL4D *this)
{
undefined **local_14;
undefined4 local_10;
DevMsg("Left 4 Dead 2 metadata:\n");
local_14 = &PTR_KvBeginKey_000b30b8;
local_10 = 0;
KeyValues::Dump(*(KeyValues **)(this + 4),(IKeyValuesDumpContext *)&local_14,1);
DevMsg("Left 4 Dead 2 metadata end.\n");
return;
}
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.