L L4D2node

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 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)