L L4D2node

MusicMsg

0x004f06f0 · 169 bytes · __cdecl

_Z8MusicMsgPcz

Decompiled

undefined (1 param)

/* MusicMsg(char*, ...) */

void MusicMsg(char *param_1,...)

{
  int in_GS_OFFSET;
  Color local_14;
  undefined1 local_13;
  undefined1 local_12;
  undefined1 local_11;
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)(MusicDebug._28_4_ + 0x30) != 0) {
    vsnprintf(MusicMsg(char*,...)::string,0x200,param_1,&stack0x00000008);
    UTIL_LogPrintf("%s",MusicMsg(char*,...)::string);
    local_14 = 0;
    local_13 = 0xff;
    local_12 = 0xc0;
    local_11 = 0xff;
    ConColorMsg(&local_14,"%f: %s",(double)*(float *)(gpGlobals + 0xc),MusicMsg(char*,...)::string);
  }
  if (local_10 == *(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)