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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.