CEventLog::FormatPlayer
0x00699160 · 296 bytes · __thiscall
_ZNK9CEventLog12FormatPlayerEP11CBaseEntityPci
Decompiled
undefined (4 params)
/* CEventLog::FormatPlayer(CBaseEntity*, char*, int) const */
void __thiscall
CEventLog::FormatPlayer(CEventLog *this,CBaseEntity *param_1,char *param_2,int param_3)
{
char cVar1;
undefined1 *puVar2;
int *piVar3;
int iVar4;
undefined4 uVar5;
undefined1 *puVar6;
undefined4 local_24;
char *local_20;
if (param_2 == (char *)0x0) {
return;
}
if (param_3 < 1) {
return;
}
if (param_1 == (CBaseEntity *)0x0) {
puVar6 = &DAT_00d539c2;
local_24 = 0;
puVar2 = &DAT_00d539c2;
local_20 = "Unknown";
}
else {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 == '\0') {
puVar6 = &DAT_00d539c2;
local_24 = 0;
puVar2 = &DAT_00d539c2;
local_20 = "Unknown";
}
else {
local_20 = (char *)(**(code **)(*(int *)param_1 + 0xb8))(param_1);
puVar6 = &DAT_00d539c2;
local_24 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
puVar2 = (undefined1 *)CBasePlayer::GetNetworkIDString((CBasePlayer *)param_1);
piVar3 = (int *)CBaseEntity::GetTeam(param_1);
if (piVar3 != (int *)0x0) {
puVar6 = (undefined1 *)(**(code **)(*piVar3 + 0x32c))(piVar3);
}
}
iVar4 = (**(code **)(*(int *)param_1 + 0x144))(param_1);
if (iVar4 != 0) {
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
iVar4 = (**(code **)(*piVar3 + 0x52c))(piVar3);
uVar5 = 0;
if (iVar4 != 0) {
uVar5 = *(undefined4 *)(iVar4 + 0x8c);
}
goto LAB_00699219;
}
}
uVar5 = 0;
LAB_00699219:
V_snprintf(param_2,param_3,"\"%s<%i><%s><%s><Area %d>\"",local_20,local_24,puVar2,puVar6,uVar5);
return;
}
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.