L L4D2node

COM_LogString

0x001274b0 · 136 bytes · __cdecl

_Z13COM_LogStringPKcS0_

Decompiled

undefined (2 params)

/* COM_LogString(char const*, char const*) */

void COM_LogString(char *param_1,char *param_2)

{
  int iVar1;
  
  if (g_pFileSystem != (int *)0x0) {
    if (param_1 == (char *)0x0) {
      param_1 = "hllog.txt";
    }
    iVar1 = (**(code **)(g_pFileSystem[1] + 8))(g_pFileSystem + 1,param_1,&DAT_002ab946,0);
    if (iVar1 != 0) {
      (**(code **)(*g_pFileSystem + 100))(g_pFileSystem,iVar1,&DAT_002c48a3,param_2);
                    /* WARNING: Could not recover jumptable at 0x0012752f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(g_pFileSystem[1] + 0xc))();
      return;
    }
  }
  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)