L L4D2node

CBlackBox::Record

0x00113840 · 235 bytes · __thiscall

_ZN9CBlackBox6RecordEiPKc

Decompiled

undefined (3 params)

/* CBlackBox::Record(int, char const*) */

void __thiscall CBlackBox::Record(CBlackBox *this,int param_1,char *param_2)

{
  undefined4 *puVar1;
  void *pvVar2;
  CBlackBoxRecord *pCVar3;
  size_t sVar4;
  char *__dest;
  int iVar5;
  longdouble lVar6;
  CBlackBoxRecord *local_10;
  
  if ((*(int *)(blackbox._28_4_ + 0x30) != 0) && ((uint)param_1 < 3)) {
    pCVar3 = operator_new(0xc);
                    /* try { // try from 00113876 to 00113892 has its CatchHandler @ 00113936 */
    lVar6 = (longdouble)Plat_FloatTime();
    *(double *)pCVar3 = (double)lVar6;
    sVar4 = strlen(param_2);
    __dest = operator_new__(sVar4 + 1);
    *(char **)(pCVar3 + 8) = __dest;
    strcpy(__dest,param_2);
    local_10 = pCVar3;
    CUtlVector<CBlackBoxRecord*,CUtlMemory<CBlackBoxRecord*,int>>::InsertBefore
              ((CUtlVector<CBlackBoxRecord*,CUtlMemory<CBlackBoxRecord*,int>> *)
               (this + param_1 * 0x14 + 4),*(int *)(this + param_1 * 0x14 + 0x10),&local_10);
    if (*(uint *)(this + param_1 * 4 + 0x40) < *(uint *)(this + param_1 * 0x14 + 0x10)) {
      puVar1 = *(undefined4 **)(this + param_1 * 0x14 + 4);
      iVar5 = *(uint *)(this + param_1 * 0x14 + 0x10) - 1;
      pvVar2 = (void *)*puVar1;
      if (0 < iVar5) {
        _V_memmove(puVar1,puVar1 + 1,iVar5 * 4);
        iVar5 = *(int *)(this + param_1 * 0x14 + 0x10) + -1;
      }
      *(int *)(this + param_1 * 0x14 + 0x10) = iVar5;
      if (pvVar2 != (void *)0x0) {
        if (*(void **)((int)pvVar2 + 8) != (void *)0x0) {
          operator_delete(*(void **)((int)pvVar2 + 8));
        }
        operator_delete(pvVar2);
      }
    }
  }
  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)