CResponseSystem::ResponseWarning
0x005b5400 · 185 bytes · __thiscall
_ZN15CResponseSystem15ResponseWarningEPKcz
Decompiled
undefined (2 params)
/* CResponseSystem::ResponseWarning(char const*, ...) */
void __thiscall CResponseSystem::ResponseWarning(CResponseSystem *this,char *param_1,...)
{
undefined4 uVar1;
int in_GS_OFFSET;
CResponseSystem *this_00;
char *pcVar2;
undefined1 local_520 [256];
CResponseSystem local_420 [1024];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pcVar2 = (char *)0x400;
this_00 = local_420;
V_vsnprintf((char *)local_420,0x400,param_1,&stack0x0000000c);
local_520[0] = 0;
if (0 < *(int *)(this + 0x3d8c)) {
GetCurrentScript(this_00,pcVar2,(uint)param_1);
if (0 < *(int *)(this + 0x3d8c)) {
uVar1 = *(undefined4 *)(*(int *)(this + 0x3d80) + 0xc);
goto LAB_005b5476;
}
}
uVar1 = 0xffffffff;
LAB_005b5476:
DevMsg(1,"%s(token %i) : %s",local_520,uVar1,local_420);
if (local_20 == *(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.