Behavior<Boomer>::GetDebugString
0x00a77ff0 · 29 bytes · __thiscall
_ZNK8BehaviorI6BoomerE14GetDebugStringEv
Decompiled
undefined (1 param)
/* Behavior<Boomer>::GetDebugString() const */
char * __thiscall Behavior<Boomer>::GetDebugString(Behavior<Boomer> *this)
{
char *pcVar1;
if (*(Action<Boomer> **)(this + 8) != (Action<Boomer> *)0x0) {
pcVar1 = (char *)Action<Boomer>::DebugString(*(Action<Boomer> **)(this + 8));
return pcVar1;
}
return "< NULL action >";
}
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.