L L4D2node

CTerrorPlayer::AbilityDebug

0x004d2960 · 166 bytes · __thiscall

_ZN13CTerrorPlayer12AbilityDebugEPS_PKcz

Decompiled

undefined (3 params)

/* CTerrorPlayer::AbilityDebug(CTerrorPlayer*, char const*, ...) */

void __thiscall
CTerrorPlayer::AbilityDebug(CTerrorPlayer *this,CTerrorPlayer *param_1,char *param_2,...)

{
  uint uVar1;
  int *piVar2;
  undefined *puVar3;
  int in_GS_OFFSET;
  char local_1020 [4096];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  uVar1 = *(uint *)(this + 0x30bc);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(puVar3 + 4), piVar2 != (int *)0x0)) {
    V_vsnprintf(local_1020,0x1000,param_2,&stack0x00000010);
    (**(code **)(*piVar2 + 0x394))(piVar2,param_1,local_1020);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)