L L4D2node

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 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)