L L4D2node

CONSOLE_ECHO

0x0042e460 · 54 bytes · __cdecl

_Z12CONSOLE_ECHOPcz

Decompiled

undefined (1 param)

/* CONSOLE_ECHO(char*, ...) */

void CONSOLE_ECHO(char *param_1,...)

{
  vsprintf(CONSOLE_ECHO(char*,...)::szStr,param_1,&stack0x00000008);
  Msg("%s",CONSOLE_ECHO(char*,...)::szStr);
  return;
}

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)