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 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.