L L4D2node

CHLTVDemoRecorder::StartAutoRecording

0x0016da80 · 198 bytes · __thiscall

_ZN17CHLTVDemoRecorder18StartAutoRecordingEv

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CHLTVDemoRecorder::StartAutoRecording() */

void __thiscall CHLTVDemoRecorder::StartAutoRecording(CHLTVDemoRecorder *this)

{
  undefined4 uVar1;
  int in_GS_OFFSET;
  undefined1 local_140 [4];
  undefined4 local_13c;
  undefined4 local_138;
  undefined4 local_134;
  int local_130;
  int local_12c;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  (**(code **)(_g_pVCR + 0x5c))(local_140);
  uVar1 = (**(code **)(*(int *)(hltv + 4) + 0x3c))(hltv + 4);
  V_snprintf(local_114,0x104,"auto-%04i%02i%02i-%02i%02i-%s.dem",local_12c + 0x76c,local_130 + 1,
             local_134,local_138,local_13c,uVar1);
  (**(code **)(*(int *)this + 8))(this,local_114,0);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)