L L4D2node

HandleRedirectAndDebugLog

0x00127d70 · 69 bytes · __cdecl

_Z25HandleRedirectAndDebugLogPKc

Decompiled

undefined (1 param)

/* HandleRedirectAndDebugLog(char const*) */

undefined1 HandleRedirectAndDebugLog(char *param_1)

{
  char cVar1;
  
  cVar1 = SV_RedirectActive();
  if (cVar1 == '\0') {
    if (con_debuglog != '\0') {
      Con_DebugLog("%s",param_1);
    }
    return con_initialized;
  }
  SV_RedirectAddText(param_1);
  return 0;
}

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)