L L4D2node

blackbox_dump

0x00113430 · 139 bytes · __cdecl

_ZL13blackbox_dumpRK8CCommand

Decompiled

undefined (1 param)

/* blackbox_dump(CCommand const&) */

void blackbox_dump(CCommand *param_1)

{
  int iVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int iVar4;
  int iVar5;
  
  iVar5 = 0;
  while( true ) {
    iVar1 = (**(code **)(*(int *)gBlackBox + 0x18))(gBlackBox);
    if (iVar1 <= iVar5) break;
    iVar1 = 0;
    while( true ) {
      iVar4 = (**(code **)(*(int *)gBlackBox + 0xc))(gBlackBox,iVar5);
      if (iVar4 <= iVar1) break;
      uVar2 = (**(code **)(*(int *)gBlackBox + 8))(gBlackBox,iVar5,iVar1);
      uVar3 = (**(code **)(*(int *)gBlackBox + 0x14))(gBlackBox,iVar5);
      Msg("%s[%d]: %s\n",uVar3,iVar1 + 1,uVar2);
      iVar1 = iVar1 + 1;
    }
    iVar5 = iVar5 + 1;
  }
  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)