L L4D2node

CBaseClient::ApplyConVars

0x000f8720 · 106 bytes · __thiscall

_ZN11CBaseClient12ApplyConVarsER10CUtlVectorI16NetMessageCvar_t10CUtlMemoryIS1_iEE.part.43

Decompiled

undefined (2 params)

/* CBaseClient::ApplyConVars(CUtlVector<NetMessageCvar_t, CUtlMemory<NetMessageCvar_t, int> >&)
   [clone .part.43] */

void __thiscall CBaseClient::ApplyConVars(CBaseClient *this,CUtlVector *param_1)

{
  int in_EAX;
  char *pcVar1;
  int *in_EDX;
  int iVar2;
  int iVar3;
  
  if (0 < in_EDX[3]) {
    iVar2 = 0;
    iVar3 = 0;
    do {
      iVar2 = iVar2 + 1;
      pcVar1 = (char *)(*in_EDX + iVar3);
      iVar3 = iVar3 + 0x208;
      KeyValues::SetString(*(KeyValues **)(in_EAX + 0xb0),pcVar1,pcVar1 + 0x104);
      *(int *)(in_EAX + 0xac) = *(int *)(in_EAX + 0xac) + 1;
    } while (iVar2 < in_EDX[3]);
  }
  *(undefined1 *)(in_EAX + 0xb4) = 1;
  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)