L L4D2node

CBlackBox::Get

0x00113710 · 286 bytes · __thiscall

_ZN9CBlackBox3GetEij

Decompiled

undefined (3 params)

/* CBlackBox::Get(int, unsigned int) */

undefined4 __thiscall CBlackBox::Get(CBlackBox *this,int param_1,uint param_2)

{
  double dVar1;
  double *pdVar2;
  undefined4 uVar3;
  int iVar4;
  
  uVar3 = 0;
  if ((uint)param_1 < 3) {
    pdVar2 = *(double **)(*(int *)(this + param_1 * 0x14 + 4) + param_2 * 4);
    if (const*()::buf == '\0') {
      iVar4 = __cxa_guard_acquire(&const*()::buf);
      if (iVar4 != 0) {
        _ZZNK15CBlackBoxRecordcvPKcEvE3buf._0_4_ = &PTR_InitQuietTruncation_002a9a90;
        _ZZNK15CBlackBoxRecordcvPKcEvE3buf[4] = 1;
        _ZZNK15CBlackBoxRecordcvPKcEvE3buf[5] = 0;
        _ZZNK15CBlackBoxRecordcvPKcEvE3buf._1048_4_ = 0;
        __cxa_guard_release(&const*()::buf);
      }
    }
    dVar1 = *pdVar2;
    iVar4 = (int)(dVar1 * 0.016666666666666666) % 0x3c;
    CFmtStrN<1040>::sprintf
              ((CFmtStrN<1040> *)_ZZNK15CBlackBoxRecordcvPKcEvE3buf,"[%02d:%02d:%02.3f]: %s",
               (int)(dVar1 * 0.0002777777777777778),iVar4,
               (double)(float)(dVar1 - (double)(((int)(dVar1 * 0.0002777777777777778) * 0x3c + iVar4
                                                ) * 0x3c)),*(undefined4 *)(pdVar2 + 1));
    uVar3 = 0x355665;
  }
  return uVar3;
}

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)