Action<SurvivorBot>::DebugString
0x00915ed0 · 51 bytes · __thiscall
_ZNK6ActionI11SurvivorBotE11DebugStringEv
Decompiled
undefined (1 param)
/* Action<SurvivorBot>::DebugString() const */
void __thiscall Action<SurvivorBot>::DebugString(Action<SurvivorBot> *this)
{
Action *pAVar1;
Action *pAVar2;
DebugString()::str[0] = 0;
pAVar1 = (Action *)this;
do {
pAVar2 = pAVar1;
pAVar1 = *(Action **)(pAVar2 + 0xc);
} while (pAVar1 != (Action *)0x0);
BuildDecoratedName(this,DebugString()::str,pAVar2);
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.