L L4D2node

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 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)