L L4D2node

CNonFatalLoggingResponsePolicy::OnLog

0x0026de10 · 72 bytes · __thiscall

_ZN30CNonFatalLoggingResponsePolicy5OnLogEPK16LoggingContext_t

Decompiled

undefined (2 params)

/* CNonFatalLoggingResponsePolicy::OnLog(LoggingContext_t const*) */

undefined4 __thiscall
CNonFatalLoggingResponsePolicy::OnLog
          (CNonFatalLoggingResponsePolicy *this,LoggingContext_t *param_1)

{
  int *piVar1;
  int iVar2;
  
  iVar2 = *(int *)(param_1 + 8);
  if (iVar2 == 2) {
    piVar1 = (int *)CommandLine_Tier0();
    iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-noassert");
    if (iVar2 == 0) {
      return 1;
    }
    iVar2 = *(int *)(param_1 + 8);
  }
  if (iVar2 == 3) {
    return 1;
  }
  return 0;
}

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)