L L4D2node

LogRandomValue

0x0057f630 · 104 bytes · __regparm3

_Z14LogRandomValuePKcS0_ii.part.17

Decompiled

undefined (4 params)

/* LogRandomValue(char const*, char const*, int, int) [clone .part.17] */

void __regparm3 LogRandomValue(char *param_1,char *param_2,int param_3,int param_4)

{
  int in_GS_OFFSET;
  Color local_14;
  undefined1 local_13;
  undefined1 local_12;
  undefined1 local_11;
  int local_10;
  
  local_14 = 0xff;
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  local_13 = 0xff;
  local_12 = 0;
  local_11 = 0xff;
  ConColorMsg(&local_14,"%s: %s( %s %d %d )\n","SERVER",param_1,param_2,param_3,param_4);
  if (local_10 == *(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)