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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.