L L4D2node

CHLTVDemoRecorder::StopRecording

0x0016d850 · 240 bytes · __thiscall

_ZN17CHLTVDemoRecorder13StopRecordingEv.part.6

Decompiled

undefined (1 param)

/* CHLTVDemoRecorder::StopRecording() [clone .part.6] */

void __thiscall CHLTVDemoRecorder::StopRecording(CHLTVDemoRecorder *this)

{
  CDemoFile *this_00;
  float fVar1;
  int *in_EAX;
  int iVar2;
  
  this_00 = (CDemoFile *)(in_EAX + 1);
  iVar2 = (**(code **)(*in_EAX + 4))();
  CDemoFile::WriteCmdHeader(this_00,'\a',iVar2,0);
  iVar2 = (**(code **)(*in_EAX + 4))();
  fVar1 = DAT_003a1730;
  in_EAX[0x14b] = iVar2;
  iVar2 = (**(code **)(*in_EAX + 4))();
  in_EAX[0x14c] = in_EAX[0x161];
  in_EAX[0x14a] = (int)((float)iVar2 * fVar1);
  CDemoFile::WriteDemoHeader(this_00);
  CDemoFile::Close(this_00);
  *(undefined1 *)(in_EAX + 0x160) = 0;
  if ((void *)in_EAX[0x166] != (void *)0x0) {
    operator_delete__((void *)in_EAX[0x166]);
    bf_write::StartWriting((bf_write *)(in_EAX + 0x166),(void *)0x0,0,0,-1);
  }
  ConMsg("Completed SourceTV demo \"%s\", recording time %.1f\n",this_00,
         (double)(float)in_EAX[0x14a]);
  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)