L L4D2node

CLC_RespondCvarValue::Process

0x000b8e20 · 26 bytes · __thiscall

_ZN20CLC_RespondCvarValue7ProcessEv

Decompiled

undefined (1 param)

/* CLC_RespondCvarValue::Process() */

void __thiscall CLC_RespondCvarValue::Process(CLC_RespondCvarValue *this)

{
  (**(code **)(**(int **)(this + 0x48) + 0x30))(*(int **)(this + 0x48),this);
  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)