L L4D2node

CLog::DelAllLogAddress

0x001f9fa0 · 59 bytes · __thiscall

_ZN4CLog16DelAllLogAddressEv

Decompiled

undefined (1 param)

/* CLog::DelAllLogAddress() */

void __thiscall CLog::DelAllLogAddress(CLog *this)

{
  if (0 < *(int *)(this + 0x18)) {
    ConMsg("logaddress_delall:  all addresses cleared\n");
    *(undefined4 *)(this + 0x18) = 0;
    return;
  }
  ConMsg("logaddress_delall:  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)