L L4D2node

PlayerReport::PrintSkill

0x008fdc10 · 204 bytes · __thiscall

_ZNK12PlayerReport10PrintSkillEPKc

Decompiled

undefined (2 params)

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

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

{
  int iVar1;
  char *pcVar2;
  
  pcVar2 = (char *)UTIL_VarArgs("%s: ",param_1);
  V_strncpy(PrintSkill(char_const*)::buffer,pcVar2,0x100);
  iVar1 = *(int *)(this + 0x348);
  if (iVar1 != 0) {
    pcVar2 = (char *)UTIL_VarArgs("Accuracy = %d%%.  %d rounds fired (%d hits, %d headshots).",
                                  (*(int *)(this + 0x34c) * 100) / iVar1,iVar1,
                                  *(int *)(this + 0x34c),*(undefined4 *)(this + 0x350));
    V_strncat(PrintSkill(char_const*)::buffer,pcVar2,0x100,-1);
    return PrintSkill(char_const*)::buffer;
  }
  V_strncat(PrintSkill(char_const*)::buffer,"No rounds fired",0x100,-1);
  return PrintSkill(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)