L L4D2node

CLog::ListLogAddress

0x001f9ee0 · 153 bytes · __thiscall

_ZN4CLog14ListLogAddressEv

Decompiled

undefined (1 param)

/* CLog::ListLogAddress() */

void __thiscall CLog::ListLogAddress(CLog *this)

{
  int iVar1;
  netadr_s *this_00;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = *(int *)(this + 0x18);
  if (0 < iVar1) {
    if (iVar1 == 1) {
      ConMsg("logaddress_list: %i entry\n",1);
    }
    else {
      ConMsg("logaddress_list: %i entries\n",iVar1);
    }
    iVar3 = 0;
    iVar4 = 0;
    do {
      iVar3 = iVar3 + 1;
      this_00 = (netadr_s *)(*(int *)(this + 0xc) + iVar4);
      iVar4 = iVar4 + 0xc;
      uVar2 = netadr_s::ToString(this_00,false);
      ConMsg("%s\n",uVar2);
    } while (iVar3 != iVar1);
    return;
  }
  ConMsg("logaddress_list:  no addresses in the list\n");
  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)