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 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.