L L4D2node

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 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)