BlackBox_Record
0x00113580 · 221 bytes · __cdecl
_Z15BlackBox_RecordPKcS0_z
Decompiled
undefined (2 params)
/* BlackBox_Record(char const*, char const*, ...) */
void BlackBox_Record(char *param_1,char *param_2,...)
{
char *pcVar1;
int iVar2;
int iVar3;
int in_GS_OFFSET;
char local_420 [1024];
int local_20;
iVar3 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (*(int *)(blackbox._28_4_ + 0x30) != 0) {
while( true ) {
iVar2 = (**(code **)(*(int *)gBlackBox + 0x18))(gBlackBox);
if (iVar2 <= iVar3) break;
pcVar1 = (char *)(**(code **)(*(int *)gBlackBox + 0x14))(gBlackBox,iVar3);
iVar2 = V_strcasecmp(pcVar1,param_1);
if (iVar2 == 0) break;
iVar3 = iVar3 + 1;
}
iVar2 = (**(code **)(*(int *)gBlackBox + 0x18))(gBlackBox);
if (iVar3 < iVar2) {
V_vsnprintf(local_420,0x400,param_2,&stack0x0000000c);
(*(code *)**(undefined4 **)gBlackBox)(gBlackBox,iVar3,local_420);
}
else {
Msg("Invalid blackbox type: %s\n",param_1);
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.