L L4D2node

CKickIssue::ListIssueDetails

0x00a04780 · 140 bytes · __thiscall

_ZN10CKickIssue16ListIssueDetailsEP11CBasePlayer

Decompiled

undefined (2 params)

/* CKickIssue::ListIssueDetails(CBasePlayer*) */

void __thiscall CKickIssue::ListIssueDetails(CKickIssue *this,CBasePlayer *param_1)

{
  undefined4 uVar1;
  int in_GS_OFFSET;
  char local_50 [64];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  uVar1 = CBaseIssue::GetTypeString((CBaseIssue *)this);
  V_snprintf(local_50,0x40,"callvote %s <userID>\n",uVar1);
  ClientPrint(param_1,2,local_50,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)