Action<Infected>::BuildDecoratedName
0x00a4f900 · 212 bytes · __thiscall
_ZNK6ActionI8InfectedE18BuildDecoratedNameEPcPKS1_
Decompiled
undefined (3 params)
/* Action<Infected>::BuildDecoratedName(char*, Action<Infected> const*) const */
char * __thiscall
Action<Infected>::BuildDecoratedName(Action<Infected> *this,char *param_1,Action *param_2)
{
Action *pAVar1;
char *pcVar2;
pcVar2 = (char *)(**(code **)(*(int *)param_2 + 0xa4))(param_2);
V_strncat(param_1,pcVar2,0x100,-1);
pAVar1 = *(Action **)(param_2 + 0x10);
if (pAVar1 != (Action *)0x0) {
V_strncat(param_1,"( ",0x100,-1);
BuildDecoratedName(this,param_1,pAVar1);
V_strncat(param_1," )",0x100,-1);
}
pAVar1 = *(Action **)(param_2 + 0x14);
if (pAVar1 != (Action *)0x0) {
V_strncat(param_1,"<<",0x100,-1);
BuildDecoratedName(this,param_1,pAVar1);
}
return param_1;
}
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.