L L4D2node

logaddress_add

0x001fad50 · 398 bytes · __cdecl

_ZL14logaddress_addRK8CCommand

Decompiled

undefined (1 param)

/* logaddress_add(CCommand const&) */

void logaddress_add(CCommand *param_1)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  char *pcVar4;
  char *pcVar5;
  int in_GS_OFFSET;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  char local_40 [32];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  netadr_s::SetIP((netadr_s *)&local_4c,0);
  netadr_s::SetPort((netadr_s *)&local_4c,0);
  netadr_s::SetType((netadr_s *)&local_4c,3);
  if (*(int *)param_1 == 4) {
    pcVar5 = *(char **)(param_1 + 0x40c);
    pcVar4 = *(char **)(param_1 + 0x414);
  }
  else {
    if (*(int *)param_1 != 2) {
      ConMsg("Usage:  logaddress_add ip:port\n");
      goto LAB_001fadb2;
    }
    pcVar5 = *(char **)(param_1 + 0x40c);
    iVar2 = _V_strstr(pcVar5,":");
    pcVar4 = "27015";
    if (iVar2 != 0) {
      pcVar4 = (char *)(iVar2 + 1);
    }
  }
  iVar2 = V_atoi(pcVar4);
  if (iVar2 == 0) {
    ConMsg("logaddress_add:  must specify a valid port\n");
  }
  else if ((pcVar5 == (char *)0x0) || (*pcVar5 == '\0')) {
    ConMsg("logaddress_add:  unparseable address\n");
  }
  else {
    V_snprintf(local_40,0x20,"%s:%s",pcVar5,pcVar4);
    cVar1 = NET_StringToAdr(local_40,(netadr_s *)&local_4c);
    if (cVar1 == '\0') {
      ConMsg("logaddress_add:  unable to resolve %s\n",local_40);
    }
    else {
      cVar1 = CLog::AddLogAddress(g_Log,local_4c,local_48,local_44);
      if (cVar1 == '\0') {
        uVar3 = netadr_s::ToString((netadr_s *)&local_4c,false);
        ConMsg("logaddress_add:  %s is already in the list\n",uVar3);
      }
      else {
        uVar3 = netadr_s::ToString((netadr_s *)&local_4c,false);
        ConMsg("logaddress_add:  %s\n",uVar3);
      }
    }
  }
LAB_001fadb2:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)