L L4D2node

CSave::StartLogging

0x004a5be0 · 54 bytes · __thiscall

_ZN5CSave12StartLoggingEPKc

Decompiled

undefined (2 params)

/* CSave::StartLogging(char const*) */

void __thiscall CSave::StartLogging(CSave *this,char *param_1)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(*(int *)(filesystem + 4) + 8))(filesystem + 4,param_1,"w",0);
  *(undefined4 *)(this + 0x20) = uVar1;
  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)