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 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.