PlayerReport::PrintMedic
0x008fdb20 · 226 bytes · __thiscall
_ZNK12PlayerReport10PrintMedicEPKc
Decompiled
undefined (2 params)
/* PlayerReport::PrintMedic(char const*) const */
undefined1 * __thiscall PlayerReport::PrintMedic(PlayerReport *this,char *param_1)
{
char *pcVar1;
pcVar1 = (char *)UTIL_VarArgs("%s: ",param_1);
V_strncpy(PrintMedic(char_const*)::buffer,pcVar1,0x100);
pcVar1 = (char *)UTIL_VarArgs("Used %d pills. ",*(undefined4 *)(this + 0x330));
V_strncat(PrintMedic(char_const*)::buffer,pcVar1,0x100,-1);
pcVar1 = (char *)UTIL_VarArgs("Healed self %dx. ",*(undefined4 *)(this + 0x328));
V_strncat(PrintMedic(char_const*)::buffer,pcVar1,0x100,-1);
pcVar1 = (char *)UTIL_VarArgs("Healed friends %dx. ",*(undefined4 *)(this + 0x32c));
V_strncat(PrintMedic(char_const*)::buffer,pcVar1,0x100,-1);
return PrintMedic(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.