L L4D2node

CLog::DelLogAddress

0x001f9c90 · 157 bytes · __cdecl

_ZN4CLog13DelLogAddressE8netadr_s

Decompiled

undefined (1 param)

/* CLog::DelLogAddress(netadr_s) */

undefined4 CLog::DelLogAddress(int param_1)

{
  undefined4 uVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  if (0 < *(int *)(param_1 + 0x18)) {
    iVar5 = 0;
    iVar4 = 0;
    do {
      uVar1 = netadr_s::CompareAdr
                        ((netadr_s *)(*(int *)(param_1 + 0xc) + iVar5),(netadr_s *)&stack0x00000008,
                         false);
      if ((char)uVar1 != '\0') {
        iVar2 = *(int *)(param_1 + 0x18);
        if (iVar2 <= iVar4) {
          return 0;
        }
        iVar3 = (iVar2 - iVar4) + -1;
        if (0 < iVar3) {
          _V_memmove((void *)(*(int *)(param_1 + 0xc) + iVar5),
                     (void *)(*(int *)(param_1 + 0xc) + (iVar4 * 3 + 3) * 4),iVar3 * 0xc);
          iVar2 = *(int *)(param_1 + 0x18);
        }
        *(int *)(param_1 + 0x18) = iVar2 + -1;
        return uVar1;
      }
      iVar4 = iVar4 + 1;
      iVar5 = iVar5 + 0xc;
    } while (iVar4 < *(int *)(param_1 + 0x18));
  }
  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)