L L4D2node

GetConsoleLogFilename

0x00127a10 · 65 bytes · unknown

_Z21GetConsoleLogFilenamev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetConsoleLogFilename() */

char * GetConsoleLogFilename(void)

{
  char cVar1;
  char *pcVar2;
  
  pcVar2 = "FCVAR_NEVER_AS_STRING";
  if ((con_logfile[0x15] & 0x10) == 0) {
    pcVar2 = "";
    if (*(char **)(con_logfile._28_4_ + 0x24) != (char *)0x0) {
      pcVar2 = *(char **)(con_logfile._28_4_ + 0x24);
    }
  }
  cVar1 = COM_IsValidPath(pcVar2);
  if (cVar1 == '\0') {
    pcVar2 = "console.log";
  }
  return pcVar2;
}

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)