L L4D2node

GCSDK::GCMsgHdr_t::GetHeaderDescription

0x00097530 · 94 bytes · __thiscall

_ZN5GCSDK10GCMsgHdr_t20GetHeaderDescriptionEv

Decompiled

undefined (1 param)

/* GCSDK::GCMsgHdr_t::GetHeaderDescription() */

char * __thiscall GCSDK::GCMsgHdr_t::GetHeaderDescription(GCMsgHdr_t *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  char *pcVar3;
  undefined4 uVar4;
  int iVar5;
  
  pcVar3 = (char *)GetPchTempTextBuffer();
  uVar1 = *(undefined4 *)(this + 4);
  uVar2 = *(undefined4 *)(this + 8);
  uVar4 = PchMsgNameFromEMsg(*(uint *)this);
  iVar5 = GetCchTempTextBuffer();
  V_snprintf(pcVar3,iVar5,"gc msg %s, SteamID %llu",uVar4,uVar1,uVar2);
  return pcVar3;
}

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)