L L4D2node

CChoreoScene::FilePrintf

0x00bb0010 · 83 bytes · __cdecl

_ZN12CChoreoScene10FilePrintfER10CUtlBufferiPKcz

Decompiled

undefined (3 params)

/* CChoreoScene::FilePrintf(CUtlBuffer&, int, char const*, ...) */

void CChoreoScene::FilePrintf(CUtlBuffer *param_1,int param_2,char *param_3,...)

{
  int iVar1;
  
  iVar1 = param_2 + -1;
  if (0 < param_2) {
    do {
      iVar1 = iVar1 + -1;
      CUtlBuffer::Printf(param_1,"  ");
    } while (iVar1 != -1);
  }
  CUtlBuffer::VaPrintf(param_1,param_3,&stack0x00000010);
  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)