CFmtStrN<256>::AppendFormat
0x00091830 · 147 bytes · __thiscall
_ZN8CFmtStrNILi256EE12AppendFormatEPKcz
Decompiled
undefined (2 params)
/* CFmtStrN<256>::AppendFormat(char const*, ...) */
void __thiscall CFmtStrN<256>::AppendFormat(CFmtStrN<256> *this,char *param_1,...)
{
int iVar1;
int iVar2;
undefined4 uVar3;
bool local_1d [13];
local_1d[0] = false;
iVar1 = *(int *)(this + 0x108);
iVar2 = V_vsnprintfRet((char *)(this + iVar1 + 5),0xff - *(int *)(this + 0x108),param_1,
&stack0x0000000c,local_1d);
this[(0x104 - *(int *)(this + 0x108)) + iVar1] = (CFmtStrN<256>)0x0;
if (((local_1d[0] != false) && (this[4] == (CFmtStrN<256>)0x0)) &&
(AppendFormat(char_const*,...)::scAsserted < 5)) {
AppendFormat(char_const*,...)::scAsserted = AppendFormat(char_const*,...)::scAsserted + 1;
}
*(int *)(this + 0x108) = *(int *)(this + 0x108) + iVar2;
uVar3 = _V_strlen((char *)(this + 5));
*(undefined4 *)(this + 0x108) = uVar3;
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.