CResponseSystem::DebugPrint
0x005b50b0 · 153 bytes · __thiscall
_ZN15CResponseSystem10DebugPrintEiPKcz
Decompiled
undefined (3 params)
/* CResponseSystem::DebugPrint(int, char const*, ...) */
void __thiscall CResponseSystem::DebugPrint(CResponseSystem *this,int param_1,char *param_2,...)
{
undefined1 *puVar1;
int iVar2;
int iVar3;
int in_GS_OFFSET;
int aiStack_430 [8];
undefined1 local_410 [1024];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
iVar3 = param_1 * 3;
iVar2 = -((iVar3 + 0x10U & 0xfffffff0) + 0x10);
puVar1 = local_410 + iVar2;
puVar1[iVar3] = 0;
iVar3 = iVar3 + -1;
if (-1 < iVar3) {
do {
puVar1[iVar3] = 0x20;
iVar3 = iVar3 + -1;
} while (iVar3 != -1);
}
*(char **)((int)aiStack_430 + iVar2 + 0xc) = param_2;
*(undefined1 **)((int)aiStack_430 + iVar2 + 0x10) = &stack0x00000010;
*(undefined4 *)((int)aiStack_430 + iVar2 + 8) = 0x400;
*(undefined1 **)((int)aiStack_430 + iVar2 + 4) = local_410;
*(undefined4 *)((int)aiStack_430 + iVar2) = 0x5b511d;
V_vsnprintf(*(char **)((int)aiStack_430 + iVar2 + 4),*(int *)((int)aiStack_430 + iVar2 + 8),
*(char **)((int)aiStack_430 + iVar2 + 0xc),*(char **)((int)aiStack_430 + iVar2 + 0x10)
);
*(undefined1 **)((int)aiStack_430 + iVar2 + 0xc) = local_410;
*(undefined1 **)((int)aiStack_430 + iVar2 + 8) = puVar1;
*(char **)((int)aiStack_430 + iVar2 + 4) = "%s%s";
*(undefined4 *)((int)aiStack_430 + iVar2) = 0x5b5131;
DevMsg(*(char **)((int)aiStack_430 + iVar2 + 4));
if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
*(undefined **)((int)aiStack_430 + iVar2) = &UNK_005b5149;
__stack_chk_fail();
}
return;
}
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.