L L4D2node

CallbackReport

0x00778990 · 109 bytes · __cdecl

_ZL14CallbackReportP11CBaseEntity

Decompiled

undefined (1 param)

/* CallbackReport(CBaseEntity*) */

void CallbackReport(CBaseEntity *param_1)

{
  undefined1 *puVar1;
  int iVar2;
  undefined1 *puVar3;
  char *pcVar4;
  undefined4 *puVar5;
  undefined4 uStackY_30;
  char *local_20;
  
  pcVar4 = *(char **)(param_1 + 0x154);
  if (pcVar4 == (char *)0x0) {
    pcVar4 = "";
  }
  uStackY_30 = 0x7789b4;
  iVar2 = _V_strlen(pcVar4);
  puVar5 = (undefined4 *)&stack0xffffffd4;
  if (iVar2 == 0) {
    uStackY_30 = 0x7789f7;
    (**(code **)(*(int *)param_1 + 0x20))();
    pcVar4 = local_20;
    puVar5 = &uStackY_30;
    if (local_20 == (char *)0x0) {
      pcVar4 = "";
      puVar5 = &uStackY_30;
    }
  }
  puVar1 = *(undefined1 **)(param_1 + 0x7c);
  puVar5[2] = pcVar4;
  *puVar5 = "%s - %s\n";
  puVar3 = &DAT_00d539c2;
  if (puVar1 != (undefined1 *)0x0) {
    puVar3 = puVar1;
  }
  puVar5[1] = puVar3;
  puVar5[-1] = 0x7789d9;
  Msg();
  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)