L L4D2node

PlayerReport::PrintInjuries

0x008fd8f0 · 289 bytes · __thiscall

_ZNK12PlayerReport13PrintInjuriesEPKc

Decompiled

undefined (2 params)

/* PlayerReport::PrintInjuries(char const*) const */

undefined1 * __thiscall PlayerReport::PrintInjuries(PlayerReport *this,char *param_1)

{
  int iVar1;
  char *pcVar2;
  undefined4 uVar3;
  int iVar4;
  int iVar5;
  
  pcVar2 = (char *)UTIL_VarArgs("%s: ",param_1);
  V_strncpy(PrintInjuries(char_const*)::buffer,pcVar2,0x100);
  if (*(int *)(this + 0x2b8) != 0) {
    pcVar2 = (char *)UTIL_VarArgs("SELF(%d)  ",*(int *)(this + 0x2b8));
    V_strncat(PrintInjuries(char_const*)::buffer,pcVar2,0x100,-1);
  }
  if (*(int *)(this + 700) != 0) {
    pcVar2 = (char *)UTIL_VarArgs("FRIEND(%d)\n",*(int *)(this + 700));
    V_strncat(PrintInjuries(char_const*)::buffer,pcVar2,0x100,-1);
  }
  iVar4 = 0;
  do {
    while (iVar1 = *(int *)(this + iVar4 * 4 + 0x290), iVar1 != 0) {
      iVar5 = iVar4 + 1;
      uVar3 = ZombieClassName(iVar4);
      pcVar2 = (char *)UTIL_VarArgs("%s(%d)  ",uVar3,iVar1);
      V_strncat(PrintInjuries(char_const*)::buffer,pcVar2,0x100,-1);
      iVar4 = iVar5;
      if (iVar5 == 9) {
        return PrintInjuries(char_const*)::buffer;
      }
    }
    iVar4 = iVar4 + 1;
  } while (iVar4 != 9);
  return PrintInjuries(char_const*)::buffer;
}

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)