L L4D2node

COM_SetupLogDir

0x00126e20 · 485 bytes · __cdecl

_Z15COM_SetupLogDirPKc

Decompiled

undefined (1 param)

/* COM_SetupLogDir(char const*) */

void COM_SetupLogDir(char *param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  int in_GS_OFFSET;
  char local_32c [260];
  char local_228 [260];
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(local_32c,com_gamedir,0x104);
  (**(code **)(*g_pFileSystem + 0x20))(g_pFileSystem,0,"LOGDIR");
  if (param_1 != (char *)0x0) {
    piVar2 = (int *)CommandLine_Tier0();
    iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,"-uselogdir");
    if (iVar3 != 0) {
      iVar3 = 0;
      do {
        V_snprintf(local_228,0x104,"logs/%s/%04i",param_1,iVar3);
        cVar1 = (**(code **)(*g_pFileSystem + 0x4c))(g_pFileSystem,local_228,&DAT_002a076d);
        if (cVar1 == '\0') goto LAB_00126ef4;
        iVar3 = iVar3 + 1;
      } while (iVar3 != 10000);
      V_snprintf(local_228,0x104,"logs/%s/%04i",param_1,0);
LAB_00126ef4:
      (**(code **)(*g_pFileSystem + 0x48))(g_pFileSystem,local_228,&DAT_002a076d);
      if (COM_SetupLogDir(char_const*)::pathsetup == '\0') {
        COM_SetupLogDir(char_const*)::pathsetup = '\x01';
        V_snprintf(local_124,0x104,"%s/%s",local_32c,local_228);
        (**(code **)(*g_pFileSystem + 0x1c))(g_pFileSystem,local_124,"LOGDIR",1,0);
      }
      goto LAB_00126faf;
    }
  }
  (**(code **)(*g_pFileSystem + 0x1c))(g_pFileSystem,local_32c,"LOGDIR",1,0);
LAB_00126faf:
  (**(code **)(*g_pFileSystem + 0x2c))(g_pFileSystem,"LOGDIR",1);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)