L L4D2node

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 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)