L L4D2node

NET_SetConVar::ToString

0x000a7990 · 96 bytes · __thiscall

_ZNK13NET_SetConVar8ToStringEv

Decompiled

undefined (1 param)

/* NET_SetConVar::ToString() const */

undefined1 * __thiscall NET_SetConVar::ToString(NET_SetConVar *this)

{
  int iVar1;
  int iVar2;
  undefined1 *puVar3;
  undefined4 uVar4;
  
  puVar3 = &DAT_002c79d4;
  iVar1 = *(int *)(this + 0x58);
  if (0 < iVar1) {
    iVar2 = *(int *)(this + 0x4c);
    uVar4 = (**(code **)(*(int *)this + 0x2c))(this);
    V_snprintf(s_text,0x400,"%s: %i cvars, \"%s\"=\"%s\"",uVar4,iVar1,iVar2,iVar2 + 0x104);
    puVar3 = s_text;
  }
  return puVar3;
}

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)