L L4D2node

CTextStatInt::PrintFn

0x00af4830 · 55 bytes · __cdecl

_ZN12CTextStatInt7PrintFnEP11IFileSystemPvS2_

Decompiled

undefined (3 params)

/* CTextStatInt::PrintFn(IFileSystem*, void*, void*) */

void CTextStatInt::PrintFn(IFileSystem *param_1,void *param_2,void *param_3)

{
  (**(code **)(*(int *)param_1 + 100))
            (param_1,param_2,"%s %d\n",*(undefined4 *)param_3,*(undefined4 *)((int)param_3 + 4));
  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)