L L4D2node

Action<Jockey>::DebugString

0x00ab6db0 · 51 bytes · __thiscall

_ZNK6ActionI6JockeyE11DebugStringEv

Decompiled

undefined (1 param)

/* Action<Jockey>::DebugString() const */

void __thiscall Action<Jockey>::DebugString(Action<Jockey> *this)

{
  Action *pAVar1;
  Action *pAVar2;
  
  DebugString()::str[0] = 0;
  pAVar1 = (Action *)this;
  do {
    pAVar2 = pAVar1;
    pAVar1 = *(Action **)(pAVar2 + 0xc);
  } while (pAVar1 != (Action *)0x0);
  BuildDecoratedName(this,DebugString()::str,pAVar2);
  return;
}

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)