L L4D2node

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 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)