L L4D2node

CSave::Log

0x004a7580 · 921 bytes · __thiscall

_ZN5CSave3LogEPKc11_fieldtypesPvi

Decompiled

undefined (5 params)

/* CSave::Log(char const*, _fieldtypes, void*, int) */

void __thiscall
CSave::Log(CSave *this,undefined4 param_1,undefined4 param_3,float *param_4,int param_5)

{
  uint uVar1;
  float fVar2;
  undefined1 *puVar3;
  uint *puVar4;
  int iVar5;
  float *pfVar6;
  float *pfVar7;
  float *local_20;
  
  if (*(int *)(this + 0x20) == 0) {
    return;
  }
  V_snprintf((char *)&Log(char_const*,_fieldtypes,void*,int)::szBuf,0x400,"%s ",param_1);
  if (0 < param_5) {
    local_20 = param_4;
    iVar5 = 0;
    pfVar6 = param_4;
    pfVar7 = param_4;
    do {
      switch(param_3) {
      default:
        goto switchD_004a75f4_caseD_0;
      case 1:
        V_snprintf(Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,"%f",(double)*pfVar6);
        break;
      case 2:
        puVar3 = (undefined1 *)*param_4;
        if (puVar3 == (undefined1 *)0x0) {
          puVar3 = &DAT_00d539c2;
        }
        V_snprintf(Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,"%s",puVar3);
        break;
      case 3:
        V_snprintf(Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,"(%f %f %f)",
                   (double)*local_20,(double)local_20[1],(double)local_20[2]);
        break;
      case 4:
        V_snprintf(Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,"(%f %f %f %f)",
                   (double)*pfVar7,(double)pfVar7[1],(double)pfVar7[2],(double)pfVar7[3]);
        break;
      case 5:
        fVar2 = *pfVar6;
        goto LAB_004a770f;
      case 6:
        fVar2 = (float)(uint)*(byte *)((int)param_4 + iVar5);
        goto LAB_004a770f;
      case 7:
        fVar2 = (float)(int)*(short *)((int)param_4 + iVar5 * 2);
LAB_004a770f:
        V_snprintf(Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,"%d",fVar2);
        break;
      case 8:
        V_snprintf(Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,"%c",
                   (int)*(char *)((int)param_4 + iVar5));
        V_strncat((char *)&Log(char_const*,_fieldtypes,void*,int)::szBuf,
                  Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,-1);
      case 9:
        V_snprintf(Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,"(%d %d %d %d)",
                   (uint)*(byte *)pfVar6,(uint)*(byte *)((int)pfVar6 + 1),
                   (uint)*(byte *)((int)pfVar6 + 2),(uint)*(byte *)((int)pfVar6 + 3));
        break;
      case 0x1d:
        V_snprintf(Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,"%llx",param_4[iVar5 * 2]
                  );
      }
      V_strncat((char *)&Log(char_const*,_fieldtypes,void*,int)::szBuf,
                Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,-1);
switchD_004a75f4_caseD_0:
      iVar5 = iVar5 + 1;
      if (iVar5 == param_5) goto LAB_004a789b;
      pfVar6 = pfVar6 + 1;
      pfVar7 = pfVar7 + 4;
      V_strncpy(Log(char_const*,_fieldtypes,void*,int)::szTempBuf," ",0x100);
      V_strncat((char *)&Log(char_const*,_fieldtypes,void*,int)::szBuf,
                Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,-1);
      local_20 = local_20 + 3;
    } while( true );
  }
LAB_004a78d3:
  puVar4 = &Log(char_const*,_fieldtypes,void*,int)::szBuf;
  do {
    uVar1 = *puVar4;
    puVar4 = puVar4 + 1;
  } while ((uVar1 + 0xfefefeff & ~uVar1 & 0x80808080) == 0);
                    /* WARNING: Could not recover jumptable at 0x004a7937. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)(filesystem + 4) + 4))();
  return;
LAB_004a789b:
  V_strncpy(Log(char_const*,_fieldtypes,void*,int)::szTempBuf,"\n",0x100);
  V_strncat((char *)&Log(char_const*,_fieldtypes,void*,int)::szBuf,
            Log(char_const*,_fieldtypes,void*,int)::szTempBuf,0x100,-1);
  goto LAB_004a78d3;
}

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)