rr2::CResponseQuery::GetHumanReadableStringForDebuggingOnly
0x00bd9410 · 322 bytes · __thiscall
_ZNK3rr214CResponseQuery38GetHumanReadableStringForDebuggingOnlyER10CUtlBuffer
Decompiled
undefined (2 params)
/* rr2::CResponseQuery::GetHumanReadableStringForDebuggingOnly(CUtlBuffer&) const */
void __thiscall
rr2::CResponseQuery::GetHumanReadableStringForDebuggingOnly
(CResponseQuery *this,CUtlBuffer *param_1)
{
float fVar1;
int iVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined2 *puVar5;
int iVar6;
undefined2 local_1e [7];
if (*(int *)(this + 0xc) < 1) {
CUtlBuffer::PutString(param_1,"{}\n");
return;
}
iVar6 = 0;
CUtlBuffer::PutString(param_1,"{");
iVar2 = *(int *)(this + 0xc);
if (0 < iVar2) {
do {
while (puVar5 = (undefined2 *)(iVar6 * 0x10 + *(int *)this),
(*(uint *)(puVar5 + 6) & 0x7f800000) != 0x7f800000) {
fVar1 = *(float *)(puVar5 + 6);
local_1e[0] = *puVar5;
iVar6 = iVar6 + 1;
uVar4 = CUtlSymbolTable::String((CUtlSymbolTable *)(*(int *)(this + 0x14) + 4),local_1e);
CUtlBuffer::Printf(param_1,"\t%s : %.2f\n",uVar4,(double)fVar1);
if (iVar6 == iVar2) goto LAB_00bd9521;
}
iVar6 = iVar6 + 1;
local_1e[0] = puVar5[4];
uVar4 = CUtlSymbolTable::String((CUtlSymbolTable *)(*(int *)(this + 0x14) + 4),local_1e);
local_1e[0] = *puVar5;
uVar3 = CUtlSymbolTable::String((CUtlSymbolTable *)(*(int *)(this + 0x14) + 4),local_1e);
CUtlBuffer::Printf(param_1,"\t%s : %s\n",uVar3,uVar4);
} while (iVar6 != iVar2);
}
LAB_00bd9521:
CUtlBuffer::PutString(param_1,"}\n");
return;
}
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.