L L4D2node

LogKeyPress

0x00114750 · 72 bytes · __cdecl

_Z11LogKeyPress12ButtonCode_t

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* LogKeyPress(ButtonCode_t) */

void LogKeyPress(undefined4 param_1)

{
  int iVar1;
  
  iVar1 = 0;
  if (s_nKeyLogIndex < 10) {
    (&s_pKeyLog)[s_nKeyLogIndex] = param_1;
    s_nKeyLogIndex = s_nKeyLogIndex + 1;
    return;
  }
  do {
    iVar1 = iVar1 + 1;
    *(undefined4 *)(iVar1 * 4 + 0x355d1c) = (&s_pKeyLog)[iVar1];
  } while (iVar1 != 9);
  _DAT_00355d44 = param_1;
  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)