L L4D2node

V_sprintfcat_safe<2048u>

0x009087f0 · 72 bytes · __cdecl

_Z17V_sprintfcat_safeILj2048EEiRAT__cPKcz

Decompiled

int (2 params)

/* int V_sprintfcat_safe<2048u>(char (&) [2048u], char const*, ...) */

int V_sprintfcat_safe<2048u>(char *param_1,char *param_2,...)

{
  uint uVar1;
  int iVar2;
  
  uVar1 = _V_strlen(param_1);
  iVar2 = 0x800;
  if (uVar1 < 0x800) {
    iVar2 = 0x800 - uVar1;
  }
  else {
    uVar1 = 0;
  }
  iVar2 = V_vsnprintf(param_1 + uVar1,iVar2,param_2,&stack0x0000000c);
  return iVar2;
}

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)