L L4D2node

director_log_scavenge_items

0x008a9880 · 103 bytes · __cdecl

_ZL27director_log_scavenge_itemsRK8CCommand

Decompiled

undefined (1 param)

/* director_log_scavenge_items(CCommand const&) */

void director_log_scavenge_items(CCommand *param_1)

{
  char cVar1;
  CCommand *pCVar2;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 != '\0') {
    if (*(int *)param_1 == 2) {
      pCVar2 = (CCommand *)&DAT_00d539c2;
      if (*(int *)(param_1 + 4) != 0) {
        pCVar2 = param_1 + *(int *)(param_1 + 4) + 8;
      }
      CDirectorItemManager::LogScavengeItems
                (*(CDirectorItemManager **)(TheDirector + 0x62c),(char *)pCVar2);
      return;
    }
    CDirectorItemManager::LogScavengeItems
              (*(CDirectorItemManager **)(TheDirector + 0x62c),"scavenge_items.log");
  }
  return;
}

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)