L L4D2node

CBaseGameStats::StatsLog

0x00461b20 · 409 bytes · __thiscall

_ZN14CBaseGameStats8StatsLogEPKcz

Decompiled

undefined (2 params)

/* CBaseGameStats::StatsLog(char const*, ...) */

void __thiscall CBaseGameStats::StatsLog(CBaseGameStats *this,char *param_1,...)

{
  CBaseGameStats CVar1;
  tm *__tp;
  char *pcVar2;
  int in_GS_OFFSET;
  time_t local_8a4;
  char local_8a0 [128];
  char local_820 [2048];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if ((((byte)this[0x54] & 1) != 0) || (((byte)this[0x54] & 2) != 0)) {
    V_vsnprintf(local_820,0x800,param_1,&stack0x0000000c);
    time(&local_8a4);
    __tp = localtime(&local_8a4);
    pcVar2 = asctime(__tp);
    V_strncpy(local_8a0,pcVar2,0x80);
    pcVar2 = strchr(local_8a0,10);
    if (pcVar2 != (char *)0x0) {
      *pcVar2 = '\0';
    }
    CVar1 = this[0x54];
    if (((byte)CVar1 & 1) != 0) {
      DevMsg("[GS %s - %7.2f] %s",local_8a0,(double)*gpGlobals,local_820);
      CVar1 = this[0x54];
    }
    if ((((byte)CVar1 & 2) != 0) &&
       ((g_LogFileHandle != 0 ||
        (g_LogFileHandle =
              (**(code **)(filesystem[1] + 8))
                        (filesystem + 1,"gamestats.log",&DAT_00c908f8,&DAT_00c146f4),
        g_LogFileHandle != 0)))) {
      (**(code **)(*filesystem + 100))
                (filesystem,g_LogFileHandle,"[GS %s - %7.2f] %s",local_8a0,(double)*gpGlobals,
                 local_820);
      (**(code **)(filesystem[1] + 0x20))(filesystem + 1,g_LogFileHandle);
    }
  }
  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)