L L4D2node

CBaseClient::SetUserCVar

0x000f8250 · 68 bytes · __thiscall

_ZN11CBaseClient11SetUserCVarEPKcS1_

Decompiled

undefined (3 params)

/* CBaseClient::SetUserCVar(char const*, char const*) */

void __thiscall CBaseClient::SetUserCVar(CBaseClient *this,char *param_1,char *param_2)

{
  if ((param_1 != (char *)0x0) && (param_2 != (char *)0x0)) {
    KeyValues::SetString(*(KeyValues **)(this + 0xb0),param_1,param_2);
    *(int *)(this + 0xac) = *(int *)(this + 0xac) + 1;
    return;
  }
  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)