L L4D2node

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 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)