blackbox_record
0x00113670 · 136 bytes · __cdecl
_ZL15blackbox_recordRK8CCommand
Decompiled
undefined (1 param)
/* blackbox_record(CCommand const&) */
void blackbox_record(CCommand *param_1)
{
int iVar1;
char *pcVar2;
char *pcVar3;
if (*(int *)(blackbox._28_4_ + 0x30) == 0) {
return;
}
if (*(int *)param_1 < 2) {
Msg();
return;
}
pcVar3 = "";
if (*(int *)param_1 != 2) {
pcVar3 = *(char **)(param_1 + 0x410);
}
iVar1 = V_stristr(pcVar3,"%");
if (iVar1 != 0) {
return;
}
if (*(int *)param_1 < 3) {
pcVar3 = "";
if (*(int *)param_1 != 2) {
pcVar2 = "";
goto LAB_001136d1;
}
}
else {
pcVar3 = *(char **)(param_1 + 0x410);
}
pcVar2 = *(char **)(param_1 + 0x40c);
LAB_001136d1:
BlackBox_Record(pcVar2,pcVar3);
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.