L L4D2node

ServerNotifyVarChangeCallback

0x0010a4f0 · 69 bytes · __cdecl

_ZL29ServerNotifyVarChangeCallbackP7IConVarPKcf

Decompiled

undefined (3 params)

/* ServerNotifyVarChangeCallback(IConVar*, char const*, float) */

void ServerNotifyVarChangeCallback(IConVar *param_1,char *param_2,float param_3)

{
  char cVar1;
  int iVar2;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x18))(param_1,0x100);
  if (cVar1 != '\0') {
    iVar2 = Steam3Server();
    if (*(ISteamGameServer **)(iVar2 + 4) != (ISteamGameServer *)0x0) {
      SetMasterServerKeyValue(*(ISteamGameServer **)(iVar2 + 4),param_1);
      return;
    }
    DAT_003b80ad = 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)