CDebugHistory::AddDebugHistoryLine
0x0068c600 · 328 bytes · __thiscall
_ZN13CDebugHistory19AddDebugHistoryLineEiPKc
Decompiled
undefined (3 params)
/* CDebugHistory::AddDebugHistoryLine(int, char const*) */
void __thiscall CDebugHistory::AddDebugHistoryLine(CDebugHistory *this,int param_1,char *param_2)
{
CDebugHistory *pCVar1;
size_t sVar2;
int iVar3;
CDebugHistory *__dest;
CDebugHistory *__n;
char *pcVar4;
int in_GS_OFFSET;
byte bVar5;
char local_120 [255];
undefined1 local_21;
int local_20;
bVar5 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((uint)param_1 < 5) {
__dest = *(CDebugHistory **)(this + param_1 * 4 + 0x138c40);
if (__dest != (CDebugHistory *)0x0) {
sVar2 = strlen(param_2);
sVar2 = sVar2 + 1;
if ((int)sVar2 < 0x101) {
if (sVar2 == 0) goto LAB_0068c6e6;
}
else {
pcVar4 = local_120;
for (iVar3 = 0x40; iVar3 != 0; iVar3 = iVar3 + -1) {
*(undefined4 *)pcVar4 = *(undefined4 *)param_2;
param_2 = param_2 + (uint)bVar5 * -8 + 4;
pcVar4 = pcVar4 + ((uint)bVar5 * -2 + 1) * 4;
}
local_21 = 0;
sVar2 = 0x100;
param_2 = local_120;
}
pCVar1 = this + param_1 * 0x3e800 + 0x440;
__n = pCVar1 + (0x3e800 - (int)__dest);
if ((int)__n <= (int)sVar2) {
do {
memcpy(__dest,param_2,(size_t)__n);
param_2 = param_2 + (int)__n;
sVar2 = sVar2 - (int)__n;
*(CDebugHistory **)(this + param_1 * 4 + 0x138c40) = pCVar1;
if (sVar2 == 0) goto LAB_0068c6e6;
__n = (CDebugHistory *)0x3e800;
__dest = pCVar1;
} while (0x3e7ff < (int)sVar2);
}
memcpy(__dest,param_2,sVar2);
*(size_t *)(this + param_1 * 4 + 0x138c40) = *(int *)(this + param_1 * 4 + 0x138c40) + sVar2;
}
}
else {
Warning("Attempted to add a debughistory line to category %d. Valid categories are %d to %d.\n",
param_1,0,4);
}
LAB_0068c6e6:
if (local_20 == *(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.