CLog::AddLogAddress
0x001facc0 · 138 bytes · __cdecl
_ZN4CLog13AddLogAddressE8netadr_s
Decompiled
undefined (1 param)
/* CLog::AddLogAddress(netadr_s) */
undefined4 CLog::AddLogAddress(int param_1)
{
char cVar1;
int iVar2;
int iVar3;
int iVar4;
netadr_s *local_20;
iVar2 = *(int *)(param_1 + 0x18);
if (0 < iVar2) {
iVar4 = 0;
iVar3 = 0;
do {
cVar1 = netadr_s::CompareAdr
((netadr_s *)(*(int *)(param_1 + 0xc) + iVar4),(netadr_s *)&stack0x00000008,
false);
if (cVar1 != '\0') {
iVar2 = *(int *)(param_1 + 0x18);
if (iVar3 < iVar2) {
return 0;
}
break;
}
iVar2 = *(int *)(param_1 + 0x18);
iVar3 = iVar3 + 1;
iVar4 = iVar4 + 0xc;
} while (iVar3 < iVar2);
}
local_20 = (netadr_s *)&stack0x00000008;
CUtlVector<netadr_s,CUtlMemory<netadr_s,int>>::InsertBefore
((CUtlVector<netadr_s,CUtlMemory<netadr_s,int>> *)(param_1 + 0xc),iVar2,local_20);
return 1;
}
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.