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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.