Anim_StatePrintf
0x0046a990 · 134 bytes · __cdecl
_Z16Anim_StatePrintfiPKcz
Decompiled
undefined (2 params)
/* Anim_StatePrintf(int, char const*, ...) */
void Anim_StatePrintf(int param_1,char *param_2,...)
{
int in_GS_OFFSET;
char local_1010 [4096];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
V_vsnprintf(local_1010,0x1000,param_2,&stack0x0000000c);
(**(code **)(*engine + 0xbc))(engine,param_1,"%s",local_1010);
Anim_StateLog("%s\n",local_1010);
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.