CFmtStrN<260>::sprintf
0x009e7480 · 130 bytes · __thiscall
_ZN8CFmtStrNILi260EE7sprintfEPKcz
Decompiled
undefined (2 params)
/* CFmtStrN<260>::sprintf(char const*, ...) */
CFmtStrN<260> * __thiscall CFmtStrN<260>::sprintf(CFmtStrN<260> *this,char *param_1,...)
{
CFmtStrN<260> *pCVar1;
undefined4 uVar2;
bool local_d;
pCVar1 = this + 5;
(*(code *)**(undefined4 **)this)(this);
local_d = false;
uVar2 = V_vsnprintfRet((char *)pCVar1,0x103,param_1,&stack0x0000000c,&local_d);
this[0x108] = (CFmtStrN<260>)0x0;
if (((local_d != false) && (this[4] == (CFmtStrN<260>)0x0)) &&
(sprintf(char_const*,...)::scAsserted < 5)) {
sprintf(char_const*,...)::scAsserted = sprintf(char_const*,...)::scAsserted + 1;
}
*(undefined4 *)(this + 0x10c) = uVar2;
uVar2 = _V_strlen((char *)pCVar1);
*(undefined4 *)(this + 0x10c) = uVar2;
return pCVar1;
}
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.