L L4D2node

CEngineConsoleLoggingListener::Log

0x002152f0 · 319 bytes · __thiscall

_ZN29CEngineConsoleLoggingListener3LogEPK16LoggingContext_tPKc

Decompiled

undefined (3 params)

/* CEngineConsoleLoggingListener::Log(LoggingContext_t const*, char const*) */

void __thiscall
CEngineConsoleLoggingListener::Log
          (CEngineConsoleLoggingListener *this,LoggingContext_t *param_1,char *param_2)

{
  int iVar1;
  char cVar2;
  int *piVar3;
  undefined4 *puVar4;
  char *pcVar5;
  int in_GS_OFFSET;
  Color local_24;
  undefined1 local_23;
  undefined1 local_22;
  undefined1 local_21;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (((byte)param_1[4] & 2) == 0) {
    piVar3 = (int *)___tls_get_addr();
    iVar1 = *piVar3;
    *piVar3 = 1;
    if (iVar1 == 0) {
      cVar2 = SV_RedirectActive();
      if (cVar2 == '\0') {
        if (g_nForkID < 1) {
          if (dedicated != (int *)0x0) {
            (**(code **)(*dedicated + 0x14))(dedicated,param_2);
          }
        }
        else {
          pcVar5 = (char *)va("#%02d:%s",g_nForkID,param_2);
          SendStringToParentProcess(pcVar5);
        }
        if (g_pNetConsoleMgr != (CNetConsoleMgr *)0x0) {
          CNetConsoleMgr::SendStringToNetConsoles(g_pNetConsoleMgr,param_2);
        }
      }
      else {
        local_24 = (Color)0xff;
        local_23 = 0xff;
        local_22 = 0xff;
        local_21 = 0xff;
        Con_ColorPrintf(&local_24,"%s",param_2);
      }
    }
    puVar4 = (undefined4 *)___tls_get_addr();
    iVar1 = *(int *)(param_1 + 8);
    *puVar4 = 0;
    if (iVar1 == 3) {
      Sys_Error("%s",param_2);
    }
  }
  else if (*(int *)param_1 == LOG_ServerLog) {
    CLog::Print((CLog *)g_Log,param_2);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)