L L4D2node

variant_t::ToString

0x0063e360 · 690 bytes · __thiscall

_ZNK9variant_t8ToStringEv

Decompiled

undefined (1 param)

/* variant_t::ToString() const */

char * __thiscall variant_t::ToString(variant_t *this)

{
  uint uVar1;
  char *pcVar2;
  int iVar3;
  undefined *puVar4;
  
  switch(*(int *)(this + 0x10)) {
  case 0:
    ToString()::szBuf[0] = 0;
    return ToString()::szBuf;
  case 1:
    V_snprintf(ToString()::szBuf,0x200,"%g",(double)*(float *)this);
    return ToString()::szBuf;
  case 2:
    pcVar2 = *(char **)this;
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
    return pcVar2;
  case 3:
    V_snprintf(ToString()::szBuf,0x200,"[%g %g %g]",(double)*(float *)this,
               (double)*(float *)(this + 4),(double)*(float *)(this + 8));
    return ToString()::szBuf;
  default:
    pcVar2 = "No conversion to string";
    break;
  case 5:
    V_snprintf(ToString()::szBuf,0x200,"%i",*(undefined4 *)this);
    return ToString()::szBuf;
  case 6:
    if (*this == (variant_t)0x0) {
      V_strncpy(ToString()::szBuf,"false",0x200);
      pcVar2 = ToString()::szBuf;
    }
    else {
      V_strncpy(ToString()::szBuf,"true",0x200);
      pcVar2 = ToString()::szBuf;
    }
    break;
  case 9:
    V_snprintf(ToString()::szBuf,0x200,"%d %d %d %d",(uint)(byte)*this,(uint)(byte)this[1],
               (uint)(byte)this[2],(uint)(byte)this[3]);
    return ToString()::szBuf;
  case 0xd:
    if (*(int *)(this + 0x10) == 0xd) {
      uVar1 = *(uint *)(this + 0xc);
      if ((((uVar1 == 0xffffffff) ||
           (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) {
        pcVar2 = "<<null entity>>";
      }
      else {
        if (*(int *)(this + 0x10) == 0xd) {
          iVar3 = 0;
          if (*(uint *)(puVar4 + 8) == uVar1 >> 0xc) {
            iVar3 = *(int *)(puVar4 + 4);
          }
        }
        else {
          if ((Entity()::hNull == '\0') &&
             (iVar3 = __cxa_guard_acquire(&Entity()::hNull), iVar3 != 0)) {
            Entity()::hNull = 0xffffffff;
            __cxa_guard_release(&Entity()::hNull);
          }
          Entity()::hNull = 0xffffffff;
          iVar3 = 0;
        }
        pcVar2 = *(char **)(iVar3 + 0x154);
        if (pcVar2 == (char *)0x0) {
          pcVar2 = "";
        }
      }
    }
    else {
      if ((Entity()::hNull == '\0') && (iVar3 = __cxa_guard_acquire(&Entity()::hNull), iVar3 != 0))
      {
        Entity()::hNull = 0xffffffff;
        __cxa_guard_release(&Entity()::hNull);
      }
      Entity()::hNull = 0xffffffff;
      pcVar2 = "<<null entity>>";
    }
    V_strncpy(ToString()::szBuf,pcVar2,0x200);
    pcVar2 = ToString()::szBuf;
  }
  return pcVar2;
}

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)