L L4D2node

PlayerReport::Print

0x008fdce0 · 269 bytes · __cdecl

_ZNK12PlayerReport5PrintEP11CBasePlayerPKc

Decompiled

undefined (2 params)

/* PlayerReport::Print(CBasePlayer*, char const*) const */

void PlayerReport::Print(CBasePlayer *param_1,char *param_2)

{
  undefined4 uVar1;
  
  uVar1 = GetName((PlayerReport *)param_1);
  uVar1 = UTIL_VarArgs("============= %s =============\n",uVar1);
  UTIL_MessageText(param_2,uVar1,0);
  uVar1 = PrintVictims((PlayerReport *)param_1,"Victims");
  UTIL_MessageText(param_2,uVar1,0);
  uVar1 = PrintInjuries((PlayerReport *)param_1,"Injuries");
  UTIL_MessageText(param_2,uVar1,0);
  uVar1 = PrintDeath((PlayerReport *)param_1,"Death");
  UTIL_MessageText(param_2,uVar1,0);
  uVar1 = PrintMedic((PlayerReport *)param_1,"Medic");
  UTIL_MessageText(param_2,uVar1,0);
  uVar1 = PrintSkill((PlayerReport *)param_1,"Skill");
  UTIL_MessageText(param_2,uVar1,0);
  UTIL_MessageText(param_2,&DAT_00cff71e,0);
  return;
}

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)