L L4D2node

CBaseClient::GetUserSetting

0x000f81a0 · 149 bytes · __thiscall

_ZNK11CBaseClient14GetUserSettingEPKc

Decompiled

undefined (2 params)

/* CBaseClient::GetUserSetting(char const*) const */

char * __thiscall CBaseClient::GetUserSetting(CBaseClient *this,char *param_1)

{
  char *pcVar1;
  int iVar2;
  
  pcVar1 = "";
  if (((*(KeyValues **)(this + 0xb0) != (KeyValues *)0x0) && (param_1 != (char *)0x0)) &&
     (*param_1 != '\0')) {
    pcVar1 = (char *)KeyValues::GetString(*(KeyValues **)(this + 0xb0),param_1,"");
    if (*pcVar1 == '\0') {
      if (this[0x10] != (CBaseClient)0x0) {
                    /* WARNING: Could not recover jumptable at 0x000f8235. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        pcVar1 = (char *)(**(code **)(**(int **)(this + 0x28) + 0x28))();
        return pcVar1;
      }
      iVar2 = KeyValues::GetDataType(*(KeyValues **)(this + 0xb0),param_1);
      if (iVar2 == 0) {
        DevMsg("GetUserSetting: cvar \'%s\' unknown.\n",param_1);
      }
    }
  }
  return pcVar1;
}

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)