L L4D2node

COM_Log

0x00127540 · 111 bytes · __cdecl

_Z7COM_LogPcS_z

Decompiled

undefined (2 params)

/* COM_Log(char*, char*, ...) */

void COM_Log(char *param_1,char *param_2,...)

{
  int in_GS_OFFSET;
  char local_2010 [8192];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (g_pFileSystem != 0) {
    V_vsnprintf(local_2010,0x2000,param_2,&stack0x0000000c);
    COM_LogString(param_1,local_2010);
  }
  if (local_10 == *(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)