L L4D2node

CChoreoScene::choreoprintf

0x00baf2e0 · 197 bytes · __thiscall

_ZN12CChoreoScene12choreoprintfEiPKcz

Decompiled

undefined (3 params)

/* CChoreoScene::choreoprintf(int, char const*, ...) */

void __thiscall CChoreoScene::choreoprintf(CChoreoScene *this,int param_1,char *param_2,...)

{
  int iVar1;
  int in_GS_OFFSET;
  char local_820 [2048];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_vsnprintf(local_820,0x800,param_2,&stack0x00000010);
  iVar1 = param_1 + -1;
  if (0 < param_1) {
    do {
      if (*(code **)(this + 0x9c) == (code *)0x0) {
        printf("  ");
      }
      else {
        (**(code **)(this + 0x9c))();
      }
      iVar1 = iVar1 + -1;
      Msg(&DAT_00c57840);
    } while (iVar1 != -1);
  }
  if (*(code **)(this + 0x9c) == (code *)0x0) {
    printf("%s",local_820);
  }
  else {
    (**(code **)(this + 0x9c))(local_820);
  }
  Msg("%s",local_820);
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)