L L4D2node

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 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)