L L4D2node

IIntention::GetDebugString

0x003e4910 · 185 bytes · __thiscall

_ZNK10IIntention14GetDebugStringEv

Decompiled

undefined (1 param)

/* IIntention::GetDebugString() const */

undefined4 __thiscall IIntention::GetDebugString(IIntention *this)

{
  int *piVar1;
  undefined4 uVar2;
  int iVar3;
  
  if ((GetDebugString()::str == '\0') &&
     (iVar3 = __cxa_guard_acquire(&GetDebugString()::str), iVar3 != 0)) {
    GetDebugString()::str._0_4_ = &PTR_InitQuietTruncation_00bfa898;
    GetDebugString()::str[4] = 1;
    GetDebugString()::str[5] = 0;
    GetDebugString()::str._1032_4_ = 0;
    __cxa_guard_release(&GetDebugString()::str);
  }
  GetDebugString()::str[5] = 0;
  GetDebugString()::str._1032_4_ = 0;
  for (piVar1 = (int *)(**(code **)(*(int *)this + 8))(this); piVar1 != (int *)0x0;
      piVar1 = (int *)(**(code **)(*(int *)this + 0xc))(this,piVar1)) {
    uVar2 = (**(code **)(*piVar1 + 0x10))(piVar1);
    CFmtStrN<1024>::sprintf((CFmtStrN<1024> *)GetDebugString()::str,"%s",uVar2);
  }
  return 0xf722e5;
}

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)