GCSDK::GCMsgHdrEx_t::GetHeaderDescription
0x00097590 · 164 bytes · __thiscall
_ZN5GCSDK12GCMsgHdrEx_t20GetHeaderDescriptionEv
Decompiled
undefined (1 param)
/* GCSDK::GCMsgHdrEx_t::GetHeaderDescription() */
char * __thiscall GCSDK::GCMsgHdrEx_t::GetHeaderDescription(GCMsgHdrEx_t *this)
{
ushort uVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined4 uVar6;
undefined4 uVar7;
char *pcVar8;
undefined4 uVar9;
int iVar10;
pcVar8 = (char *)GetPchTempTextBuffer();
uVar2 = *(undefined4 *)(this + 0xe);
uVar3 = *(undefined4 *)(this + 0x12);
uVar4 = *(undefined4 *)(this + 0x16);
uVar1 = *(ushort *)(this + 0xc);
uVar5 = *(undefined4 *)(this + 8);
uVar6 = *(undefined4 *)(this + 0x1a);
uVar7 = *(undefined4 *)(this + 4);
uVar9 = PchMsgNameFromEMsg(*(uint *)this);
iVar10 = GetCchTempTextBuffer();
V_snprintf(pcVar8,iVar10,"gc msg %s, SteamID %llu, version %hd, job source %llu, job target %llu",
uVar9,uVar7,uVar5,(uint)uVar1,uVar4,uVar6,uVar2,uVar3);
return pcVar8;
}
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.