L L4D2node

INextBot::DebugConColorMsg

0x00754fc0 · 556 bytes · __thiscall

_ZN8INextBot16DebugConColorMsgE16NextBotDebugTypeRK5ColorPKcz

Decompiled

undefined (4 params)

/* INextBot::DebugConColorMsg(NextBotDebugType, Color const&, char const*, ...) */

void __thiscall
INextBot::DebugConColorMsg(INextBot *this,uint param_2,Color *param_3,char *param_4,...)

{
  undefined4 *puVar1;
  bool bVar2;
  char cVar3;
  int iVar4;
  uint *puVar5;
  int in_GS_OFFSET;
  NextBotDebugLineType *local_124;
  char local_120 [256];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if ((*(int *)(developer._28_4_ + 0x30) == 0) || (cVar3 = IsDebugging(this,param_2), cVar3 == '\0')
     ) {
    bVar2 = false;
  }
  else {
    V_vsnprintf(local_120,0x100,param_4,&stack0x00000014);
    ConColorMsg(param_3,"%s",local_120);
    bVar2 = true;
  }
  if (*(int *)(NextBotDebugHistory._28_4_ + 0x30) == 0) {
    if (*(int *)(this + 0x228) != 0) {
      ResetDebugHistory(this);
    }
    goto LAB_0075500c;
  }
  if (param_2 == 0x80) goto LAB_0075500c;
  if (!bVar2) {
    V_vsnprintf(local_120,0x100,param_4,&stack0x00000014);
  }
  iVar4 = *(int *)(this + 0x228);
  if ((-1 < iVar4 + -1) &&
     (puVar5 = *(uint **)(*(int *)(this + 0x21c) + (iVar4 + -1) * 4), *puVar5 == param_2)) {
    puVar5 = puVar5 + 1;
    iVar4 = _V_strstr((char *)puVar5,"\n");
    if (iVar4 == 0) {
      V_strncat((char *)puVar5,local_120,0x100,-1);
      goto LAB_0075500c;
    }
    iVar4 = *(int *)(this + 0x228);
  }
  local_124 = (NextBotDebugLineType *)0x0;
  if (iVar4 == 100) {
    puVar1 = *(undefined4 **)(this + 0x21c);
    local_124 = (NextBotDebugLineType *)*puVar1;
    _V_memmove(puVar1,puVar1 + 1,0x18c);
    *(int *)(this + 0x228) = *(int *)(this + 0x228) + -1;
    if (local_124 == (NextBotDebugLineType *)0x0) goto LAB_0075507b;
  }
  else {
LAB_0075507b:
    local_124 = ::operator_new(0x104);
  }
  *(uint *)local_124 = param_2;
  V_strncpy((char *)(local_124 + 4),local_120,0x100);
  CUtlVector<INextBot::NextBotDebugLineType*,CUtlMemory<INextBot::NextBotDebugLineType*,int>>::
  InsertBefore((CUtlVector<INextBot::NextBotDebugLineType*,CUtlMemory<INextBot::NextBotDebugLineType*,int>>
                *)(this + 0x21c),*(int *)(this + 0x228),&local_124);
LAB_0075500c:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return;
}

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)