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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.