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 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.