VScriptServerScriptErrorFunc
0x00b564e0 · 168 bytes · __regparm3
_Z28VScriptServerScriptErrorFunc18ScriptErrorLevel_tPKc.part.551
Decompiled
undefined (2 params)
/* VScriptServerScriptErrorFunc(ScriptErrorLevel_t, char const*) [clone .part.551] */
void __regparm3 VScriptServerScriptErrorFunc(char *param_1)
{
char *pcVar1;
char *pcVar2;
int in_GS_OFFSET;
char local_410 [1024];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
V_strncpy(local_410,param_1,0x400);
pcVar1 = local_410;
do {
pcVar2 = pcVar1;
if (local_410[0] == '\0') {
if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
while (local_410[0] != '\0') {
if (local_410[0] == '\n') {
*pcVar2 = '\0';
pcVar2 = pcVar2 + 1;
break;
}
local_410[0] = pcVar2[1];
pcVar2 = pcVar2 + 1;
}
CScrollingScreenOverlay::AddText
((CScrollingScreenOverlay *)g_ScriptErrorScreenOverlay,pcVar1,
g_ScriptErrorScreenOverlay._48_4_,g_ScriptErrorScreenOverlay._52_4_,
g_ScriptErrorScreenOverlay._56_4_);
local_410[0] = *pcVar2;
pcVar1 = pcVar2;
} while( true );
}
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.