L L4D2node

CEventLog::PrintEvent

0x00698a00 · 208 bytes · __thiscall

_ZN9CEventLog10PrintEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CEventLog::PrintEvent(IGameEvent*) */

undefined4 __thiscall CEventLog::PrintEvent(CEventLog *this,IGameEvent *param_1)

{
  char *pcVar1;
  int iVar2;
  code *UNRECOVERED_JUMPTABLE;
  undefined4 uVar3;
  
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  iVar2 = V_strncmp(pcVar1,"server_",7);
  if (iVar2 == 0) {
    return 1;
  }
  iVar2 = V_strncmp(pcVar1,"player_",7);
  if (iVar2 != 0) {
    iVar2 = V_strncmp(pcVar1,"team_",5);
    if (iVar2 == 0) {
      UNRECOVERED_JUMPTABLE = *(code **)(*(int *)this + 0x24);
    }
    else {
      iVar2 = V_strncmp(pcVar1,"game_",5);
      if (iVar2 == 0) {
        UNRECOVERED_JUMPTABLE = *(code **)(*(int *)this + 0x1c);
      }
      else {
        UNRECOVERED_JUMPTABLE = *(code **)(*(int *)this + 0x28);
      }
    }
                    /* WARNING: Could not recover jumptable at 0x00698aae. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar3 = (*UNRECOVERED_JUMPTABLE)();
    return uVar3;
  }
                    /* WARNING: Could not recover jumptable at 0x00698ad2. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  uVar3 = (**(code **)(*(int *)this + 0x20))();
  return uVar3;
}

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)