CL_NameCvarChanged
0x000fcf00 · 154 bytes · __cdecl
_Z18CL_NameCvarChangedP7IConVarPKcf
Decompiled
undefined (3 params)
/* CL_NameCvarChanged(IConVar*, char const*, float) */
void CL_NameCvarChanged(IConVar *param_1,char *param_2,float param_3)
{
int iVar1;
ConVarRef local_14 [4];
int local_10;
if ((param_1 != (IConVar *)0x0) &&
(iVar1 = __dynamic_cast(param_1,&IConVar::typeinfo,&CSplitScreenAddedConVar::typeinfo,0x18),
iVar1 != 0)) {
return;
}
ConVarRef::ConVarRef(local_14,param_1);
iVar1 = _V_stricmp(*(char **)(local_10 + 0x24),*(char **)(local_10 + 0x20));
if ((iVar1 != 0) && (iVar1 = _V_stricmp(*(char **)(local_10 + 0x24),"player"), iVar1 != 0)) {
Sys_SetRegKeyValue("Software\\Valve\\Steam","LastGameNameUsed",*(char **)(local_10 + 0x24));
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.