L L4D2node

CFmtStrN<256>::CFmtStrN

0x0043ec30 · 131 bytes · __thiscall

_ZN8CFmtStrNILi256EEC1EPKcz

Decompiled

undefined (2 params)

/* CFmtStrN<256>::CFmtStrN(char const*, ...) */

void __thiscall CFmtStrN<256>::CFmtStrN(CFmtStrN<256> *this,char *param_1,...)

{
  undefined4 uVar1;
  bool local_d;
  
  local_d = false;
  *(undefined ***)this = &PTR_InitQuietTruncation_00c08ee8;
  this[4] = (CFmtStrN<256>)0x1;
  uVar1 = V_vsnprintfRet((char *)(this + 5),0xff,param_1,&stack0x0000000c,&local_d);
  this[0x104] = (CFmtStrN<256>)0x0;
  if (((local_d != false) && (this[4] == (CFmtStrN<256>)0x0)) &&
     (CFmtStrN(char_const*,...)::scAsserted < 5)) {
    CFmtStrN(char_const*,...)::scAsserted = CFmtStrN(char_const*,...)::scAsserted + 1;
  }
  *(undefined4 *)(this + 0x108) = uVar1;
  uVar1 = _V_strlen((char *)(this + 5));
  *(undefined4 *)(this + 0x108) = uVar1;
  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)