L L4D2node

mm_datacenter_debugprint

0x0005b9a0 · 109 bytes · __cdecl

_ZL24mm_datacenter_debugprintRK8CCommand

Decompiled

undefined (1 param)

/* mm_datacenter_debugprint(CCommand const&) */

void mm_datacenter_debugprint(CCommand *param_1)

{
  KeyValues *pKVar1;
  undefined **local_14;
  undefined4 local_10;
  
  pKVar1 = (KeyValues *)(**(code **)(*(int *)g_pDatacenter + 0x14))(g_pDatacenter);
  local_14 = &PTR_KvBeginKey_000b30b8;
  local_10 = 1;
  KeyValues::Dump(pKVar1,(IKeyValuesDumpContext *)&local_14,1);
  pKVar1 = (KeyValues *)(*(code *)**(undefined4 **)g_pDatacenter)(g_pDatacenter);
  local_14 = &PTR_KvBeginKey_000b30b8;
  local_10 = 1;
  KeyValues::Dump(pKVar1,(IKeyValuesDumpContext *)&local_14,1);
  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)