log
0x001faa90 · 514 bytes · __cdecl
_ZL3logRK8CCommand
Decompiled
undefined (1 param)
/* log(CCommand const&) */
void log(CCommand *param_1)
{
int iVar1;
char *pcVar2;
undefined1 *puVar3;
if (*(int *)param_1 == 2) {
iVar1 = _V_stricmp(*(char **)(param_1 + 0x40c),"off");
if (iVar1 != 0) {
pcVar2 = "";
if (1 < *(int *)param_1) {
pcVar2 = *(char **)(param_1 + 0x40c);
}
iVar1 = _V_stricmp(pcVar2,"0");
if (iVar1 != 0) {
pcVar2 = "";
if (1 < *(int *)param_1) {
pcVar2 = *(char **)(param_1 + 0x40c);
}
iVar1 = _V_stricmp(pcVar2,"on");
if (iVar1 != 0) {
pcVar2 = "";
if (1 < *(int *)param_1) {
pcVar2 = *(char **)(param_1 + 0x40c);
}
iVar1 = _V_stricmp(pcVar2,"1");
if (iVar1 != 0) {
puVar3 = &DAT_002c79d4;
if (1 < *(int *)param_1) {
puVar3 = *(undefined1 **)(param_1 + 0x40c);
}
ConMsg("log: unknown parameter %s, \'on\' and \'off\' are valid\n",puVar3);
return;
}
}
g_Log[8] = 1;
ConMsg("Server logging enabled.\n");
CLog::Open((CLog *)g_Log);
return;
}
}
if (g_Log[8] == '\0') {
return;
}
CLog::Close((CLog *)g_Log);
g_Log[8] = 0;
ConMsg("Server logging disabled.\n");
return;
}
ConMsg("Usage: log < on | off >\n");
if (g_Log[8] == '\0') {
ConMsg("not currently logging\n");
return;
}
ConMsg("currently logging to: ");
if (*(int *)(sv_logfile._28_4_ + 0x30) == 0) {
if (*(int *)(sv_logecho._28_4_ + 0x30) == 0) {
if ((int)g_Log._24_4_ < 1) {
ConMsg("no destinations! (file, console, or udp)\n");
ConMsg("check \"sv_logfile\", \"sv_logecho\", and \"logaddress_list\"");
}
else {
ConMsg("udp");
}
goto LAB_001faafc;
}
ConMsg("console");
}
else {
ConMsg("file");
if (*(int *)(sv_logecho._28_4_ + 0x30) != 0) {
ConMsg(", console");
}
}
if (0 < (int)g_Log._24_4_) {
ConMsg(", udp");
}
LAB_001faafc:
ConMsg("\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.