L L4D2node

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 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)