L L4D2node

CServerRemoteAccess::LogCommand

0x0020d520 · 222 bytes · __thiscall

_ZN19CServerRemoteAccess10LogCommandEjPKc

Decompiled

undefined (3 params)

/* CServerRemoteAccess::LogCommand(unsigned int, char const*) */

void __thiscall
CServerRemoteAccess::LogCommand(CServerRemoteAccess *this,uint param_1,char *param_2)

{
  char cVar1;
  undefined4 uVar2;
  
  if (*(int *)(sv_rcon_log._28_4_ + 0x30) != 0) {
    if ((param_1 < *(uint *)(this + 0x44)) &&
       (*(char *)(*(int *)(this + 0x2c) + 5 + param_1 * 0x1c) != '\0')) {
      cVar1 = LoggingSystem_IsChannelEnabled(LOG_ServerLog,0);
      if (cVar1 != '\0') {
        uVar2 = netadr_s::ToString((netadr_s *)(param_1 * 0x1c + *(int *)(this + 0x2c) + 8),false);
        LoggingSystem_Log(LOG_ServerLog,0,"rcon from \"%s\": %s\n",uVar2,param_2);
      }
    }
    else {
      cVar1 = LoggingSystem_IsChannelEnabled(LOG_ServerLog,0);
      if (cVar1 != '\0') {
        LoggingSystem_Log(LOG_ServerLog,0,"rcon from \"unknown\": %s\n",param_2);
        return;
      }
    }
  }
  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)