L L4D2node

ZombieDebugPrint

0x0086cd50 · 142 bytes · __cdecl

_Z16ZombieDebugPrintiPKcz

Decompiled

undefined (2 params)

/* ZombieDebugPrint(int, char const*, ...) */

void ZombieDebugPrint(int param_1,char *param_2,...)

{
  undefined4 local_54 [17];
  
  if (*(int *)(ZombieDebug._28_4_ + 0x30) == 0) {
    return;
  }
  CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_54,0,0,1);
  for (; 0 < param_1; param_1 = param_1 + -1) {
                    /* try { // try from 0086cda3 to 0086cdd4 has its CatchHandler @ 0086cde5 */
    CUtlBuffer::Printf((CUtlBuffer *)local_54,"  ");
  }
  CUtlBuffer::VaPrintf((CUtlBuffer *)local_54,param_2,&stack0x0000000c);
  Msg("%s",local_54[0]);
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_54);
  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)