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 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.