L L4D2node

V_vsnprintfRet

0x000496a0 · 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 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)