ConsoleLogFileCallback
0x00127930 · 125 bytes · __cdecl
_Z22ConsoleLogFileCallbackP7IConVarPKcf
Decompiled
undefined (3 params)
/* ConsoleLogFileCallback(IConVar*, char const*, float) */
void ConsoleLogFileCallback(IConVar *param_1,char *param_2,float param_3)
{
char cVar1;
char *pcVar2;
int iVar3;
ConVarRef local_14 [4];
int local_10;
pcVar2 = (char *)(**(code **)(*(int *)param_1 + 0x10))(param_1);
ConVarRef::ConVarRef(local_14,pcVar2);
con_debuglog = 0;
pcVar2 = *(char **)(local_10 + 0x24);
cVar1 = COM_IsValidPath(pcVar2);
if (cVar1 != '\0') {
iVar3 = _V_strrchr(pcVar2,' ');
if (iVar3 == 0) {
pcVar2 = (char *)V_GetFileExtension(pcVar2);
if (pcVar2 != (char *)0x0) {
iVar3 = _V_stricmp("log",pcVar2);
if (iVar3 == 0) {
con_debuglog = 1;
}
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.