L L4D2node

IncapLog

0x009b1b70 · 168 bytes · __cdecl

_Z8IncapLogPKcP13CTerrorPlayerS2_

Decompiled

undefined (3 params)

/* IncapLog(char const*, CTerrorPlayer*, CTerrorPlayer*) */

void IncapLog(char *param_1,CTerrorPlayer *param_2,CTerrorPlayer *param_3)

{
  CEventLog *pCVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int in_GS_OFFSET;
  CFmtStrN<256> local_12c [5];
  undefined1 local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pCVar1 = (CEventLog *)TheLog();
  uVar2 = CEventLog::FormatPlayer(pCVar1,(CBaseEntity *)param_2);
  pCVar1 = (CEventLog *)TheLog();
  uVar3 = CEventLog::FormatPlayer(pCVar1,(CBaseEntity *)param_3);
  CFmtStrN<256>::CFmtStrN(local_12c,param_1,uVar2,uVar3);
  UTIL_LogPrintf("(INCAP) %s\n",local_127);
  DevMsg(2,"(INCAP) %s\n",local_127);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)