L L4D2node

CEventLog::FormatPlayer

0x00699440 · 77 bytes · __thiscall

_ZNK9CEventLog12FormatPlayerEP11CBaseEntity

Decompiled

undefined (2 params)

/* CEventLog::FormatPlayer(CBaseEntity*) const */

undefined1 * __thiscall CEventLog::FormatPlayer(CEventLog *this,CBaseEntity *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = FormatPlayer(CBaseEntity*)::s_index + 1;
  iVar2 = FormatPlayer(CBaseEntity*)::s_index * 0x100;
  FormatPlayer(CBaseEntity*)::s_index = 0;
  if (iVar1 < 4) {
    FormatPlayer(CBaseEntity*)::s_index = iVar1;
  }
  (**(code **)(*(int *)this + 0x14))
            (this,param_1,FormatPlayer(CBaseEntity*)::s_buffer + iVar2,0x100);
  return FormatPlayer(CBaseEntity*)::s_buffer + iVar2;
}

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)