L L4D2node

rr2::CriterionStatic::DebugDump

0x00bda820 · 234 bytes · __thiscall

_ZNK3rr215CriterionStatic9DebugDumpER10CUtlBufferRK15CUtlSymbolTable

Decompiled

undefined (3 params)

/* rr2::CriterionStatic::DebugDump(CUtlBuffer&, CUtlSymbolTable const&) const */

void __thiscall
rr2::CriterionStatic::DebugDump(CriterionStatic *this,CUtlBuffer *param_1,CUtlSymbolTable *param_2)

{
  char *pcVar1;
  undefined4 uVar2;
  undefined2 local_1e [7];
  
  local_1e[0] = *(undefined2 *)this;
  pcVar1 = (char *)CUtlSymbolTable::String(param_2,local_1e);
  CUtlBuffer::PutString(param_1,pcVar1);
  pcVar1 = " not in ";
  if (((byte)this[8] & 4) == 0) {
    pcVar1 = " in ";
  }
  CUtlBuffer::PutString(param_1,pcVar1);
  if (((byte)this[8] & 1) == 0) {
    if (((byte)this[8] & 2) == 0) {
      CUtlBuffer::Printf(param_1,"[%d, %d]",*(undefined4 *)(this + 0xc),*(undefined4 *)(this + 0x10)
                        );
      return;
    }
    local_1e[0] = *(undefined2 *)(this + 0xc);
    uVar2 = CUtlSymbolTable::String(param_2,local_1e);
    CUtlBuffer::Printf(param_1,"(\"%s\")",uVar2);
    return;
  }
  CUtlBuffer::Printf(param_1,"[%f, %f]",(double)*(float *)(this + 0xc),
                     (double)*(float *)(this + 0x10));
  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)