L L4D2node

GCSDK::EmitBaseMessageV

0x00086610 · 137 bytes · __cdecl

_ZN5GCSDK16EmitBaseMessageVEPKc10SpewType_tiiS1_Pc

Decompiled

undefined (6 params)

/* GCSDK::EmitBaseMessageV(char const*, SpewType_t, int, int, char const*, char*) */

void GCSDK::EmitBaseMessageV(void)

{
  char *pcVar1;
  int iVar2;
  int *piVar3;
  char *in_stack_00000014;
  char *in_stack_00000018;
  
  pcVar1 = (char *)GetPchTempTextBuffer();
  iVar2 = GetCchTempTextBuffer();
  V_vsnprintf(pcVar1,iVar2,in_stack_00000014,in_stack_00000018);
  iVar2 = GGCHost();
  if (iVar2 != 0) {
    piVar3 = (int *)GGCHost();
                    /* WARNING: Could not recover jumptable at 0x0008668f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar3 + 8))();
    return;
  }
  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)